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Speed

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On Unit Types

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: 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: InfantryTypes, VehicleTypes, AircraftTypes


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.

  • Starting from Phobos Build#17, setting VehicleType Speed to 0 now makes game treat them as stationary, refer to Phobos documentation

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).

See Also

On Weapons

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: 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: 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.

In [JumpjetControls]

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: 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


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]).


In [Powerups]

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: Speed
File(s): rules(md).ini
Values: Comma-separated list of strings.
Default: 10, ,0 from Red Alert to Tiberian Sun;
10, ,no,0 in Red Alert 2 and Yuri's Revenge.
Applicable to: Powerups


Defines settings for the speed powerup. See [Powerups] for more information.

See Also

Footnotes

  1. For example, infantry selects different Locomotors based on movement distance or has its Locomotor temporarily changed by Magnetron.

See Also