Basic Husks and Buildable area question
Posted: Mon Jan 30, 2012 3:11 am
This is a very newbie question I'm sure, but I'm toying with making some very basic mods to OpenRA C&C in order to get a bit of familiarity with the engine to do more advanced things.
I've tried searching, and there are three things I'm curious if someone could point me in the correct direction on.
1. In the vehicles.yaml files, I've tried to remove the LeavesHusk: for specific vehicles. For some reason they still leave husks. I've also tried to remove Husks from the husks.yaml file and this didn't work. Does anyone know the most stable way to remove husks from a vehicle upon destruction?
Or even better, how to they get created? I.e. what files are checked in order to create a husk.
2. What property makes a construction yard be able to have other buildings built in its footprint. I notice other vehicles in the buildings.yaml file have the property "GivesBuildableArea:" but the FACT or construction yard does not. It does appear to have "BaseBuilding" which I assume may function the same way. What property determines if it adds to the buildable area?
I'll have some other questions soon I'm sure. I'm just tinkering around right now making some other changes.
Thanks in advance for helping with these basic questions.
I've tried searching, and there are three things I'm curious if someone could point me in the correct direction on.
1. In the vehicles.yaml files, I've tried to remove the LeavesHusk: for specific vehicles. For some reason they still leave husks. I've also tried to remove Husks from the husks.yaml file and this didn't work. Does anyone know the most stable way to remove husks from a vehicle upon destruction?
Or even better, how to they get created? I.e. what files are checked in order to create a husk.
2. What property makes a construction yard be able to have other buildings built in its footprint. I notice other vehicles in the buildings.yaml file have the property "GivesBuildableArea:" but the FACT or construction yard does not. It does appear to have "BaseBuilding" which I assume may function the same way. What property determines if it adds to the buildable area?
I'll have some other questions soon I'm sure. I'm just tinkering around right now making some other changes.
Thanks in advance for helping with these basic questions.