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Old 04-16-2008, 05:20 PM   #8 (permalink)
beng
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Join Date: Jan 2008
Posts: 274
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You have a good idea there. It is not the geometery that you need to play with but the exit bones and the exit and rally point coordinates in the ProductionExit behavior. The exit (and docking) bones are used for when something is repaired inside the building and on finishing being repaired, it exits the building.

The Production exit behaviors control where objects that are newly built appear, and where they go to. It is easy to define it so the object appears some distance from the building, it does not have to be inside the building geommetery. The only drawback with this method is that it does not look so nice to have an object suddenly appear some distance away from the building - it does not look like it was built in the building.

But this is really a method for having, say, a naval boat factory, build ships on water. The original post in this thread is about a different problem, that of building buildings, on a map where there are a lot of puddles of water. Since i know of no way to use DOZER_CONSTRUCT command buttons on water, the buildings will have to be built as mobile buildings, which can move onto the water after having been built on dry land, or they will have to be built by means of OCLs that can place them anywhere.

Last edited by beng; 04-16-2008 at 05:25 PM.
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