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Building Sepcification


pasmon79

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This is found in facilities.xml w.r.t Outpost "Avatar Award"

<Building ActorFlags="AllowOwned" ActorName="" BuildingFlagsMask="Outpost" BuildingFlagsQuery="Outpost" HideWarnings="True" NearActorIdx="0" Optional="" SearchRangeMax="0" SearchRangeMin="0.0" SiteTag="FastFood" />

I can understand why do we need to specify outpost as BuildingMASK, but why do prevent it in BuildingQuery?

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The game should really have allowed to specify a required building type as it would allow us to build varying missions with precise conditions.

 

However, I am surprised at the preciseness of supply run mission in lifeline, I had to give up a game( with my base full on supplies and armed to teeth) just because there were no supply run missions for either soldiers nor civvies after the looting of entire map.

 

Is there any tag available for a fully searched building(HouseDepleted??)?

Edited by pasmon79
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The only thing similar is probably what you were already looking at:

<Site BuildingIcon="BASE_NEUTRAL" Flags="Enclosed" MaxResources="1" SiteId="HouseDepleted" SpecialOutpostType="" SurveyIcon="base" IconId="5" SurveyIconId="1">

 

but, I don't know if the SiteID value could be used in that context or not.

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I have discovered following snippets related to our discussion, in which we have a repetition of same building-type in both "FlagsMask" and "FlagsQuery"

Juggernaut HUNT(Mission)

<Building ActorFlags="" ActorName="" BuildingFlagsMask="Outdoor" BuildingFlagsQuery="Outdoor" HideWarnings="" NearActorIdx="1" Optional="" SearchRangeMax="600" SearchRangeMin="200" SiteTag="" />
Danger Infestation(Fatecard.xml)

<Building ActorFlags="AllowMissionOp, AllowOwned" ActorName="" BuildingFlagsMask="Infestation, Discovered" BuildingFlagsQuery="Infestation" HideWarnings="" NearActorIdx="1" Optional="True" SearchRangeMax="500" SearchRangeMin="0.0" SiteTag="" />
Edited by pasmon79
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It should not be able to be allowed and forbidden at the same time, so there must be another reason for it.

 

After looking at them a while, I belive that those building definitions with the same value in both the mask and query fields are used to select a building that is 'inactive' at the start of he mission/fatecard, and is only revealed at a later stage. For the hunt, the mission is marked at the location where the NPC is, and the Juggernaught locatioon only appears later if you accept the mission. Similarly, the infestations only appear if there are already four nearby, so it just marks them on the map instead of creating new ones.

 

Neither one is following the standard rules for how they work, but that interpretation seems to be a possibility.

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Well I have always encountered Juggernaut on the outside in the related mission.

 

But when assigning a character to appear using the same type of building definitions, it failed to execute meaning that it works only for the âtarget part of the missionâ.

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