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ShroudGrow
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| Flag: | ShroudGrow |
| File(s): | rules(md).ini |
| Values: | Boolean values: yes or no, true or false, 1 or 0 |
| Applicable to: | AudioVisual |
Determines whether or not shroud should regrow over time.
Notes
This also applies to observers!
Without considering Map Action#31 - Grow shroud, shroud only fully regenerates once. This means if the in-game shroud has already filled all possible areas or the map has no remaining shroud (fully revealed), re-revealing any location will not restart this process.
- This includes scenarios after losing a SpySat=yes building or the initial game state under [MultiplayerDialogSettings]→Shroud=yes. Therefore, if you do not plan to add a loop trigger for all maps, you may need set Shroud to no.
Bugs/Side-Effects/Unexpected Limitations
The grow behavior ignores the reveal effect of SpySat=yes.
If shroud is generated in the current player's view due to an enemy building with GapGenerator=yes, disturbing this shroud (e.g., by friendly units passing through) and its subsequent regeneration will trigger the shroud grow effect.
The grow process ignores the vision of airborne units and allied units unless they are moving.
- "Moving" here excludes wobbles of Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5} (Jumpjet) units and vertical takeoff/landing of Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1} objects (e.g., add HunterSeeker=yes to Intruder).