OccupyPip
| Flag: | OccupyPip |
| File(s): | rules(md).ini |
| Values: | Strings: Normal text. (Limited to: hardcoded values↓)
, Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767. (Ares Only)↓ |
| Default: | persongreen |
| Applicable to: | InfantryTypes |
This flag specifies the graphical representation to use for an infantry garrisoned within a building with CanBeOccupied=yes and MaxNumberOccupants set to a positive integer greater than 0. These types of special graphics are referred to as "pips".
Each value for OccupyPip denotes a specific frame of pips.shp to use for the pip of a garrisoned infantry. Each infantry will only take up one occupant slot regardless of its Size.
Accepted values
See Pip for a list of accepted values. Usually, only the ones starting with person are used for the occupy pip.
In Ares
Frame index in the pips file to use as pip image. Valid values range from 0 to the pip file’s frame count - 1 (0-based).
Hardcoded in Red Alert 2
Red Alert 2 without the Yuri's Revenge expansion does not have OccupyPip as an infantry-specific control on this pip display. Instead, players controlling any country listed under GDI[1] are hardcoded to use the eleventh (0-based) frame of pips.shp for garrisoned infantry. Nod[1] countries use the tenth frame instead. All other countries use the ninth frame.
Pips representing infantry in other applications
- The pip graphic to use for an infantry loaded into a building with PipScale=passengers, InfantryAbsorb=yes, and Passengers and SizeLimit each set to positive integers greater than or equal to the Size of the infantry, is always the fourth frame of pips.shp. Each infantry will only take up one "passenger" slot regardless of its Size.
- The pip graphic to use for an infantry loaded into a vehicle with PipScale=passengers, and Passengers and SizeLimit each set to positive integers greater than or equal to the Size of the infantry, is specified by Pip.
See Also
Footnotes
- ↑ 1.0 1.1 Note that "GDI" and "Nod" are residual from the Tiberian Sun engine and are treated as the Allied and Soviet sides respectively in Red Alert 2.
