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RepairBay

Changed in 0.1.0

The BuildingType that a vehicle on the Repair mission, or a damaged computer aircraft, heads for to be repaired.

Specification
Applies to
global rules
File
rules.ini
Section
[General]
Value
class
When omitted
none
rules.ini
[General]
RepairBay=GADEPOT ; GADEPOT stands in for whichever BuildingType the mod uses
[GADEPOT]
UnitRepair=yes ; without this, the named type turns every arrival away

A vehicle on the Repair mission heads for the nearest building of exactly this type that meets all of these conditions:

  • it belongs to the vehicle’s house or an ally;
  • it is not already serving another object;
  • it lies in the same movement zone as the cell the vehicle stands in or is moving into;
  • it accepts the vehicle.

The search runs only while the vehicle’s house owns a building of this type, so a house uses an ally’s depot only if it has one too. A damaged computer aircraft looking for repair uses the same search, without the movement-zone test. Reaching the pad lists every route to a depot and its conditions, and the primary-factory exception to taking the nearest building.

Only this type is searched for. A player can still use a depot of another type by moving a vehicle onto it. A damaged computer vehicle also runs a separate search, which covers every UnitRepair=yes building regardless of this setting.

Set UnitRepair=yes on the type named here. Without it, the building refuses every vehicle, and a vehicle on the Repair mission keeps searching for as long as its house owns one.

This setting does not decide whether a selected player-controlled aircraft can enter a clicked building. That direct order accepts any idle, empty UnitRepair=yes building or helipad.

See also — repair

History

  1. Changed0.1.0

    Use repair capability for player aircraft actions