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SlowdownDistance

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Flag: SlowdownDistance
File(s): rules(md).ini
Values: Unsigned integers: All non-negative whole numbers from 0 to either 32767, 2147483647 or 4294967295. (Limited to: in leptons)
Special Values: 0
Default: 500
Applicable to: InfantryTypes, VehicleTypes, AircraftTypes


Specifies the distance, in leptons, that this object must be from its intended target location before it applies de-acceleration.

Notes

Using really high numbers here like 10,000 (approximately 39 cells) will give an aircraft a behaviour similar to the Aurora Bomber from Generals: the aircraft will approach its target at full speed, unload its weapon, then return to base, and as it does the latter, it will fly very slow, as the base it intends to land is within the very large SlowdownDistance, thus it deccelerates.

  • This only works if the aircraft is firing its weapon and either has Fighter=yes or FlyBy=yes or uses a strafing pattern[1], thus avoiding counting the actual attack as part of its move.
  • If the weapon is fired in a "helicopter" fashion (like the Orca Fighter in Tiberian Sun), the attack is performed at the end of a movement assignment, and thus the aircraft will slow down when approaching the target it was ordered to attack.

For units with Locomotor=Fly[2], they need to decelerate to 0 at the destination. If their (Speed/ROT) value is too high, causing them to be unable to reach the target point when approaching due to excessive movement speed and insufficient turning speed, then they will circle around the destination, with the radius determined by the (Speed/ROT) value. A very useful point is that you can solve this problem by increasing the SlowdownDistance value to make them start decelerating earlier.

  • SlowdownDistance=0 means starting to decelerate only when the distance to the destination is 0 lepton. However, units with Locomotor=Fly have an inherent initial speed, so they will inevitably overshoot the 0 lepton position, causing them to never be able to decelerate and stop. If the (Speed/ROT) of such a unit is small enough, it will oscillate near that point. If we ignore the small distances of oscillation, then SlowdownDistance=0 for Locomotor=Fly units is equivalent to the effect of BalloonHover=yes for Locomotor=Jumpjet[3] units.

Bugs/Side-Effects/Unexpected Limitations

Due to the special property of SlowdownDistance=0, it causes the Move action to never complete, and thus will not land after approaching the destination. Therefore, it may cause the distance between such a unit and the moving target to be unable to be less than the length set by [General]Stray=. If such a unit is in a task force, then this team will be unable to execute the next script.

Footnotes

See Also