Speed
| Flag: | Speed |
| File(s): | rules(md).ini |
| Values: | Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767. |
| Special Values: | 0 |
| Default: | 0 |
| Applicable to: | JumpjetControls, InfantryTypes, VehicleTypes, AircraftTypes, Weapons |
On Unit Types
Specifies the movement speed of this unit, subject to 'land characteristics' which can set different speed modifiers per SpeedType, when passing over different LandTypes.
The program calculates the actual speed using the formula min( (min(Speed, 100) * 256 / 100), 255 ). Starting from Phobos Build#45, the Speed parameter now supports floating-point values.
On Infantry Types
Infantry units have their movement speed hard-coded to two-thirds of their original speed when crawling, and three-halves of their original speed when not crawling.
On Vehicle Types
The VehicleType with Locomotor=Drive/Ship hard-coded has its speed reduced to three-quarters of the original when crippled
Speed=0
Speed=0 will cause units to enter a move mission and get stuck in the mission due to being unable to real move.
- Phobos changed this rule, see #References
On Weapons
Specifies the top speed a projectile will have after being fired, subject to Acceleration rate if present. This only works on projectiles with a ROT greater than 0. The value will also be ignored if the weapon is used as an AirburstWeapon.
[JumpjetControls]
Specifies the speed of units flying using the Jumpjet locomotor in Tiberian Sun.
In Red Alert 2, JumpJet units will use JumpjetSpeed instead of Speed when using the Jumpjet Locomotor (if switchable[1]).
[Powerups]
Speed is used differently here, as it's a crate property chance, see: Powerups#Speed.
Bugs/Side-Effects/Unexpected Limitations
While Red Alert does not have explicit Locomotor settings, if any infantry has too high of a Speed value, it will move erratically. This restriction is the same as Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} (Walk).
Footnotes
References
Starting from Phobos Build#17, setting VehicleType Speed to 0 now makes game treat them as stationary, refer to Phobos documentation
See Also
- Accelerates
- Passive
- AttachEffect.SpeedMultiplier (Ares Only)