General BlackDragon wrote:
Add HPs to your model.
Taps go under [PoweredBuildingClass] for everything except classlabel = "turret", which goes under [TurretCraftClass].
powerTap# = "HP_WHATEVER"
powerName# = "tapODFname"
powerTap3 .. powerTap8 = "" // powerTap 1, 2 already existed. Adding a few more
powerName1 .. powerName8 = "" // 'powerName' already existed. Adding ability to make all 8 distinct
In short, I upped the # of taps from 2 to 8, and allowed them to be
distinct. For powerName1..8, they default to whatever powerName is
set to, so you can easily make them all identical. Also made their
powercost set from the ODF they derive from, and if the tap object's
powercost is 0, then the building shouldn't go unpowered if it's
destroyed. For replacing taps via rig/AIP, then only the item
specified in powerName/powerName1 will be used. It'd be a bit more
work to make upgrades go to the right one of several destroyed
ones. Compiles, but is untested. [NM]
So I have added hp_tap_1 & 2 and modified the factory odf to add what you posted but the turret can only be built outside of the factory on open ground and the turret itself does not function; it an ISDF turret model. Does the gun turret need to be based off of a gun tower odf? Thx, Edgrr.
Update: Okay so I changed
powerTap# = "HP_WHATEVER" to powerTap1
powerName# = "tapODFname" to powerName
I used the ISDF gun tower as a test and it spawned on my factory and works, but it builds up the terrain around the factory itself. I'm guessing I need to design a smaller customized unit/model scaled to the factory minus the terrain__h part. Thx I'll post progress on the taps guns as I need to build the new gun turret in the same scene file to use the factory as a reference to scale the tap guns for my air factory model.
Thx, for the info GBD. FYI, I read on another forum (Mates, I think) about your comments when Clavin12 was working on his FAE mod about adding taps to existing units.
Finally got it done here's a pic of the air factory complete with the dual gun turrets.