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Customize Flying spawn when the unit is produced - #2399

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FS-21 wants to merge 3 commits into
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FS-21:feature/FlyingProduction
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Customize Flying spawn when the unit is produced#2399
FS-21 wants to merge 3 commits into
Phobos-developers:developfrom
FS-21:feature/FlyingProduction

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@FS-21

@FS-21 FS-21 commented Sep 9, 2026

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flying production demo 01 flying production demo 02

  • Now you can allow produced units to spawn directly in the air at customizable altitudes and locations without being constrained by traditional factory ground exit paths.
    • FlyingProduction controls whether this unit type uses flying production.
    • FlyingProduction.SpawnHeight determines the initial spawn altitude in leptons along the Z-axis. If resolved to 0 or negative, flying production will not be used and the unit exits normally.
    • FlyingProduction.PlayFactoryAnim controls whether the producing factory plays its unloading door/exit animation.
    • FlyingProduction.SpawnAnim specifies an animation to play at the aerial spawn coordinates when the unit is created.
    • FlyingProduction.SpawnAnim.AttachedToObject determines whether FlyingProduction.SpawnAnim is attached to the spawned unit and follows its movement.
    • FlyingProduction.SpawnAt accepts a list of BuildingTypes indicating where the unit should spawn, evaluated in priority order from left to right. When multiple buildings of that type exist, it prioritizes the producing factory itself if it matches, then any building marked as primary, and otherwise the closest one to the producing factory. If none of the candidate buildings exist or are alive, it falls back to the producing factory.
    • FlyingProduction.RallyPointFromSpawnBuilding determines whether the unit targets the spawn building's rally point instead of the producing factory's rally point.
    • FlyingProduction.SpawnOffset on [BuildingType] sets a 2D coordinate offset in leptons (X, Y) relative to the center of the structure for positioning the spawn point.
    • FlyingProduction.SpawnHeight on [BuildingType] overrides the spawn altitude for units appearing at this structure.
    • FlyingProduction.SpawnFacing on [BuildingType] specifies the facing (0-255) the unit takes upon spawning, as well as the exit direction if no rally point exists.
    • FlyingProduction.RallyPoint on [BuildingType] enables rally point placement on structures that are not standard vehicle or infantry factories (e.g. helipads or towers), allowing them to establish a rally point with EVA confirmation and tactical line.

In rulesmd.ini:

[SOMETECHNO]                               ; TechnoType
FlyingProduction=false                     ; boolean
FlyingProduction.SpawnHeight=              ; integer, defaults to FlightLevel or [General] -> FlightLevel
FlyingProduction.PlayFactoryAnim=false     ; boolean
FlyingProduction.SpawnAnim=                ; AnimType
FlyingProduction.SpawnAnim.AttachedToObject=false ; boolean
FlyingProduction.SpawnAt=                  ; List of BuildingTypes
FlyingProduction.RallyPointFromSpawnBuilding=false ; boolean

[SOMEBUILDING]                             ; BuildingType
FlyingProduction.SpawnOffset=0,0           ; Point2D, leptons
FlyingProduction.SpawnHeight=              ; integer, defaults to the spawned unit's FlyingProduction.SpawnHeight
FlyingProduction.SpawnFacing=              ; DirType (0-255), defaults to the building's facing (128 / South)
FlyingProduction.RallyPoint=false          ; boolean

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github-actions Bot commented Sep 9, 2026

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Nightly build for this pull request:

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@Coronia

Coronia commented Sep 9, 2026

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is it possible to make it descend first before moving to rally point? Like how normally produced jumpjet should take off and then move

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2 participants