Level
On Map Lighting
| Flag: | Level |
| File(s): | Maps |
| Values: | Floating point values: Any decimal number (clearer range should be added in Template:Values). |
| Applicable to: | Lighting |
Specifies the amount that the map's ambient lighting varies by elevation. Common values range between 0 to 0.05, with 0 meaning that the map's lighting is flat, i.e. elevation makes no difference. The higher the value, the more drastic the difference is between two height levels.
Bugs/Side-Effects/Unexpected Limitations
But Nuclear missile+Lightning Storm will restore the Level values that was made to disappear by Psychic Dominator.
if you don't have Nuclear missile+Lightning Storm then you set the valueDominatorLevel equal to the value Level that has been modified, such as
[Lighting]
Level=0.100000
DominatorLevel=0.100000
See Also
On Projectiles
| Flag: | Level |
| File(s): | rules(md).ini |
| Values: | Boolean values: yes or no, true or false, 1 or 0 |
| Applicable to: | Projectiles |
Is this a linear projectile used for torpedoes, typically applied to ROT-type projectiles, which would limit its rotation rate
Notes
For ROT-type projectiles it would force them to maintain initial altitude during flight.
For any projectile it will restrict immediate detonation on Cells where LandType!=Water.
Bugs/Side-Effects/Unexpected Limitations
If the horizontal distance to the target is far less than the vertical distance, then the Level used for ROT-type projectiles may also cause them to turn into vertical downward lines.
The effect of Level restricting water and land is only effective for bullets that use projectile settings themselves. Some special effects, like sonic wave, have their own hard-coded trajectories and are not controlled by projectile settings, including Level=yes.
