Distance within the iso-CnC engine
|Distance within the iso-CnC engine
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This entry was copied from DeeZire's Red Alert 2 and Yuris Revenge INI Editing Guide for the sake of completeness. As it is not our intention to rip off DeeZire's work, this article is subject to a re-write and update with the latest community knowledge.
For further information, please read Inclusion of The Guide.
Red Alert 2 measures distance in any of three ways -- deploy a building on a map and you will see how many 'squares' it will occupy - those squares are cells. All infantry occupy one cell (although a special case allows for more than one infantry unit in a cell), and most units occupy one cell (some of the larger voxels occupy 2 or more cells due to their size). Cells are used to define a predetermined size or space for something (e.g. how much of the map a building occupies) regardless of screen resolution, and only one object can occupy a cell at any one time (although there are special exceptions to this). Leptons are used to determine distance between and within cells - 256 leptons (numbered 0-255) is one cell in distance. If you imagine a cube that is 256x256x256 leptons in size, you have the dimensions of a cell. This is used to fine tune animation placement such as turrets and also to determine accuracy and distance of weapon fire.