Building Loctype

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cbelva
Posts: 2223
Joined: Sat Mar 26, 2005 8:11 pm
Location: Nevada USA

Building Loctype

Post by cbelva »

I am working on a scenario and I need to know if it is possible to build a second LocType in a hex where one has been built already? What I am working to do is sucessive loctype that can be built (example Level 1 base then expand it to a level 2 base).

Also, what is the ZOrder setting under the LocType tab under Statistics. It says "Lowest ZOrder goes first in production". I cannot find any info on this. Tried search. I was hoping this might be the answer I was looking for.
Charles Belva
On Target Simulations LLC
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Jeffrey H.
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Joined: Fri Apr 13, 2007 6:39 pm
Location: San Diego, Ca.

RE: Building Loctype

Post by Jeffrey H. »

Sorry no help here but I was wondering if you could leak some info on your project ?
History began July 4th, 1776. Anything before that was a mistake.

Ron Swanson
Maddoc06
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Joined: Sat Aug 09, 2008 7:33 am

RE: Building Loctype

Post by Maddoc06 »

The manual referring to the editor says

CheckLocType( regnr , loctype, worth )
Returns [ worth * number of found location type ] for this regime number. However the worth per location type is modified for any structural damage it has.

My question is - does this mean that the 'return' is an actual number of the same location type? (In that case the implication is more than one location type in a hex). That doesn't seem to make sense to me and it must mean the number of the location type in the Location Type Listing ie, 0 through to whatever the last location type is in your mod.In that case the answer will lso depend on 'worth' which I presume is a decimal (if damaged <1.0). In that case, since a 'town' is Location Type #0 then the answer would be zero regardless of 'worth'.

In other words I'm very confused. Does anyone actually know how this command in the editor works or have a real example of it's use?
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