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Passengers

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Tiberian Dawn The Covert Operations Red Alert Counterstrike Aftermath Tiberian Sun Firestorm HyperPatch Red Alert 2 Yuri's Revenge Ares Generals Zero Hour Tiberium Wars Kane's Wrath
Flag: Passengers
File(s): rules(md).ini
Values: Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767.
Default: 0
Applicable to: VehicleTypes, AircraftTypes, BuildingTypes


On VehicleTypes and AircraftTypes

This tag defines the transport units capacity, and is required for all transports. A transport vehicle is defined by the Category=Transport tag.

Functionality difference between games:

  • RA/CS/AM
  • capacity is an absolute passenger capacity, every passenger unit using up one slot.
  • TS/FS/RA2/YR
  • passenger capacity equals the transport units own Size if not specified.
  • capacity is the limit of all passenger Size values combined allowed to enter.
  • passengers exceeding this transport units SizeLimit are not allowed to enter.
  • transport unit should have PipScale=Passengers set.

Caveat: Certain objects have additional hardcoded conditions preventing some objects from entering others.

Aircraft with passengers have their maximum vertical speed halved during takeoff, and there is a dedicated transport behavior that causes this type of aircraft to always attempt to return to an airport or (if no airport is available, find a) allies unit nearby to land when idle. However, this behavior sometimes hinders the aircraft from landing at the airport. Of course, you can use SlowdownDistance=0 to avoid this behavior to some extent.

In Tiberian Sun, VehicleTypes cannot be used as passengers. This is allowed starting from Red Alert 2, but if the target it is entering is an AircraftTypes, then it will get stuck on the Enter mission after approaching and never complete entering. If Enter commands are continuously issued at this time, it may cause the vehicles to turn towards the position of the transport aircraft and immediately crash.

On BuildingTypes

In YR, this tag determines the amount of objects allowed inside if this structure has InfantryAbsorb=yes or UnitAbsorb=yes.

Unlike on transports, each object takes up exactly one slot.

Bugs/Side-Effects/Unexpected Limitations

If an aircraft creates initial passengers through the InitialPayload logic introduced by Ares (normally, passengers entering from external sources do not cause this issue), then even if it parachutes all passengers out through firing, it still cannot fire weapons. It will still believe that it has passengers that have not been completely parachuted out. Phobos allows setting whether weapon firing parachutes passengers or not through [Weapon]KickOutPassengers= (boolean). If set to no, such an aircraft can fire normally.

See Also