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is it possible to make it descend first before moving to rally point? Like how normally produced jumpjet should take off and then move |
I think that is a jumpjet locomotor thing, out of scope here. |
problem is that it's inappropriate if the aircraft keeps descending while moving until reaching the rally point in many cases, especially when the rally point is in a far position. Modders might still want it to descend to normal height first before moving. So I'd say it should be resolved within this PR as well |
- Add vertical descent before moving to rally point when spawn height exceeds cruise height - Rename FlyingProduction.RallyPoint to HasRallyPoint on BuildingType - Add FlyingProduction.Jumpjet and FlyingProduction.Aircraft under [General] - Support JumpjetHeight and [JumpjetControls] -> CruiseHeight fallback for jumpjet spawn altitude - Update English docs and Chinese translations
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Updated the PR with the requested changes! Here is a summary of what's added:
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…uction # Conflicts: # CREDITS.md
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Just curious: why wasn't this purpose accomplished by an extension based on |
| [SOMEBUILDING] ; BuildingType | ||
| FlyingProduction.SpawnOffset=0,0 ; X,Y, leptons relative to default | ||
| FlyingProduction.SpawnHeight= ; integer, defaults to the spawned unit's FlyingProduction.SpawnHeight | ||
| FlyingProduction.SpawnFacing= ; Direction type (integers from 0-255), defaults to the building's facing (128 / South) |
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(128 / South)
Where does this statement come from?
FlyingProductioncontrols whether this unit type uses flying production.FlyingProduction.SpawnHeightdetermines the initial spawn altitude in leptons along the Z-axis. If resolved to 0 or negative, flying production will not be used and the unit exits normally.FlyingProduction.PlayFactoryAnimcontrols whether the producing factory plays its unloading door/exit animation.FlyingProduction.SpawnAnimspecifies an animation to play at the aerial spawn coordinates when the unit is created.FlyingProduction.SpawnAnim.AttachedToObjectdetermines whetherFlyingProduction.SpawnAnimis attached to the spawned unit and follows its movement.FlyingProduction.SpawnAtaccepts a list of BuildingTypes indicating where the unit should spawn, evaluated in priority order from left to right. When multiple buildings of that type exist, it prioritizes the producing factory itself if it matches, then any building marked as primary, and otherwise the closest one to the producing factory. If none of the candidate buildings exist or are alive, it falls back to the producing factory.FlyingProduction.RallyPointFromSpawnBuildingdetermines whether the unit targets the spawn building's rally point instead of the producing factory's rally point.FlyingProduction.SpawnOffseton[BuildingType]sets a 2D coordinate offset in leptons (X, Y) relative to the center of the structure for positioning the spawn point.FlyingProduction.SpawnHeighton[BuildingType]overrides the spawn altitude for units appearing at this structure.FlyingProduction.SpawnFacingon[BuildingType]specifies the facing (0-255) the unit takes upon spawning, as well as the exit direction if no rally point exists.FlyingProduction.RallyPointon[BuildingType]enables rally point placement on structures that are not standard vehicle or infantry factories (e.g. helipads or towers), allowing them to establish a rally point with EVA confirmation and tactical line.In
rulesmd.ini: