Jump to content
Sign in to follow this  
blood1995

Making a new production queue

Recommended Posts

Sup everyone, I've made like in Red Alert 3 the possibility of Refinery to build their harvester but I only managed to make it with the "Vehicle" production queue so it'll will appear in the menu with the war factory.

 

I tried to make change it to "OTHER" but then I wasn't able to build harvester, maybe because the queue isn't defined.

Edited by blood1995

Share this post


Link to post

It's because the object you're building itself has the setting in which queue it will appear. (ProductionQueueType attribute)

Share this post


Link to post

Here is what I've in NODRefinery.xml

 

<ProductionUpdate
	id="749674DE"
	MaxQueueEntries="99"
	NumDoorAnimations="1"
	DoorOpeningTime="0.66s"
	DoorOpeningTimeMetaUnit="0s"
        DoorWaitOpenTime="3s"
	DoorCloseTime="0.66s"
	ConstructionCompleteDuration="0"
        DisabledTypesToProcess=""
	UnitInvulnerableTime="0"
	SpecialPrepModelconditionTime="0"
	BonusForType=""
	SpeedBonusAudioLoop=""
	Type="OTHER"
	ProductionTimeDelayScalar="0s"
	GiveNoXP="True"
	VeteranUnitsFromVeteranFactory="False"
	SetBonusModelConditionOnSpeedBonus="False"
	SecondaryQueue="False"
	IgnorePreReqs="False" />

and the NODHarvester.xml

 

ProductionQueueType="OTHER"

 

But it's not working when I select the refinery I've no available option I can just see the portrait of the building, do I have to do something special with the LogicCommand?

 

 

Share this post


Link to post

WE should give you an error because it's OTHER_STRUCTURE not OTHER.

Share this post


Link to post

I know about the OTHER_STRUCTURE production queue, but if I do that then it's going to appear under the "shield" tab, and I would like the refinery to be able to build harvester without having it in any tab, like in Red Alert 3.

 

Is it possible to make it throught the unit special ability?

Share this post


Link to post

So wait you want the refinery to be able to train harvesters like RA3 right?

 

If you want it as special ability it will be more tricky, if however you don't mind it being like the war factory style then it should be a bit more easier

 

 

Try the follows

 

Add in the refinery Behaviors this:

 

<ProductionUpdate id="0x3567Y4749674DE" GiveNoXP="True" Type="VEHICLE"/>
<QueueProductionExitUpdate PlacementViewAngle="45d" id="0xFSDC2B69CF1" ExitDelay="1">
<NaturalRallyPoint x="68"/>
</QueueProductionExitUpdate>

 

---- (Change the reallypoint however you like) ---

 

 

Then add to the refinery's KindOf this:

 

AUTO_RALLYPOINT FS_FACTORY FS_WAR_FACTORY (Not sure if you need the " FS_WAR_FACTORY" though... )

 

 

After that add inside the NODRefineryCommandSet this:

 

<Cmd>Command_ConstructNODHarvester</Cmd>

 

 

And make CommandSets for each refinery and make sure they each set to construct their own harvester

 

 

That should be it unless I forgot something (and oh boy... I really good at forgetting stuff :P )

 

 

If it give issues because the harvester is coded or because the production queue thingy we ganaa need to make new harvester xml and just change the ID and the production queue and set the Command_Construct xml to build that new harvester, but that only if we reach that bridge

Edited by Egozi44

Share this post


Link to post

Thanks for the help, but as I said in the 1st post, I already managed to make what you did and it worked nice.

 

I just want to know if I can make the refinery able to build harvester without any of the production queue that appear on the tab(the one that show buildings, support buildings, infantry, vehicle and aircraft) because at the end when you have a lot it's a bit annoying.

Share this post


Link to post

Oh I see, sorry, didn't got what you meant in the first post before you edited it

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

×