How do you tell a factory what unit's it can build? Like ive made (Or attempted) a orbital boom bot but I don't know how to make it build able.
I haven't actually added a buildable unit, but this should be a start: Factory/fabber: buildable types. You're probably going to leave this one alone, but the unit has to match. ex: Orbital factory: Code: "buildable_types": "Orbital & FactoryBuild", Units: unit types ex: Boom Bot: Code: "unit_types": [ "UNITTYPE_Bot", "UNITTYPE_Mobile", "UNITTYPE_Land", "UNITTYPE_Basic", "UNITTYPE_FactoryBuild" ], Practically speaking, the unit also needs to be in /media/ui/main/shared/js/build.js so it appears in the UI, and /media/pa/units/unit_list.js will allow it's info to appear on hover etc.
Can you post/PM the unit blueprint, and confirm you've added an entry to unit_list.json & build.js? Edit: @wondible: unit_list.js doesn't control hover info, it is actually the master list of unit blueprints the engine will load. If it's not in this list, the game simply does not know about it.
Code: {"base_spec":"/pa/units/orbital/base_orbital/base_orbital.json", "display_name":"!LOC(units:avenger.message):Wizz", "description":"Cruse Missile- Fast moving orbital shuttle for offense.", "max_health":10, "build_metal_cost":45, "gravwell_velocity_multiplier":6.0, "wreckage_health_frac":0.0, "spawn_layers":"WL_Orbital", "attachable":{"offsets":{"root":[0,0,0]}}, "unit_types":["UNITTYPE_Mobile","UNITTYPE_Offense","UNITTYPE_Orbital","UNITTYPE_Fighter","UNITTYPE_Basic","UNITTYPE_FactoryBuild"], "command_caps":["ORDER_Move","ORDER_Patrol","ORDER_Attack","ORDER_Assist"], "guard_layer":"WL_Orbital", "guard_radius":200, "navigation":{"type":"orbital","acceleration":50,"brake":50,"move_speed":300,"turn_speed":30,"circle_min_time":2,"circle_max_time":4, "hover_time":-1.0,"aggressive_behavior":"circle","aggressive_distance":150,"bank_factor":1}, "physics":{"radius":5,"push_class":15,"gravity_scalar":0.001}, "recon":{"observer":{"items":[{"layer":"orbital","channel":"sight","shape":"sphere","radius":250}]}}, "model":{"filename":"/pa/units/land/bot_bomb/bot_bomb.papa", "animations":{"death01":"/pa/units/land/bot_bomb/bot_bomb_anim_death01.papa", "idle":"/pa/units/land/bot_bomb/bot_bomb_anim_idle.papa", "walk":"/pa/units/land/bot_bomb/bot_bomb_anim_run.papa"}, "animtree":"/pa/anim/anim_trees/bot_bomb_anim_tree.json","walk_speed":40}, "tools":[{"spec_id":"/pa/units/orbital/orbital_boom/orbital_boom_tool_weapon.json","aim_bone":"bone_root","muzzle_bone":"bone_root"}], "events":{"build_complete":{"audio_cue":"/SE/Build_Complete/bot"},"fired":{"audio_cue":"","effect_spec":""},"died":{"audio_cue":"/SE/Death/Bot_bomb","effect_spec":"/pa/units/land/bot_bomb/bot_bomb_ammo_explosion.pfx","effect_scale":1.0}},"audio":{"loops":{"move":{"cue":"/SE/Movement/bot/T2_bot_bomb_loop","flag":"vel_changed","should_start_func":"is_moving","should_stop_func":"is_not_moving"}},"selection_response":{"cue":"/SE/Selection/bot/bot_bomb"}},"TEMP_texelinfo":6.38702,"mesh_bounds":[3.8,4.5,3.2]} For the unit list and build.js, is there a specific folder structure I need to house them?
That might in fact be true for buildable units, but you can paste them just fine; see Puppetmaster's drop_pod_launcher.
To get a unit to appear in the build bar, you need to assign it a position. You should add an entry to the list in build.js. (ui/main/shared/js). Probably around line 67.
Your unit file can be anywhere (mounted; e.g. in an enabled mod), but unit_list and build are global resources; only one mod can shadow each at a time. Shadowing means the relative path in your mod has to exactly match the path within PA's media folder. It might be possible to runtime modify the build data used by the app, and to modify certain uses of unit_list, but now you're in territory where I fear to tread ;^)