Strength
| Flag: | Strength |
| File(s): | rules(md).ini |
| Values: | Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767. |
| Default: | For OverlayTypes, it is 1; for TerrainTypes, [General]→TreeStrength=, otherwise it is 0. |
| Applicable to: | TechnoTypes: AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes as well as ObjectTypes: Animations, Projectiles, TMPTiles, OverlayTypes, ParticleSystems, Particles, SmudgeTypes, TerrainTypes and VoxelAnimTypes |
Specifies the amount of HitPoints this object has. When it reaches zero, the object is destroyed.
When the strength of a unit is a special value, some strange effects may occur.
In Red Alert
>For Red Alert If InfantryTypes , VehicleTypes and AircraftTypes have Strength=0 Those units cannot do anything. And we will order other units to attack. InfantryTypes , VehicleTypes and AircraftTypes with Strength=0 Can't either. (VehicleTypes have Strength=0 It cannot come out of the factory if have Strength=-1 it can come out of the factory.)
>For Red Alert If InfantryTypes and VehicleTypes have Strength=0 or Strength=-1 and Cloakable=yes VehicleTypes will reveal itself blinking. for a period of time
>For Red Alert If BuildingTypes have Strength=-1 Will cause the creation animation to loop and provide additional effects as follows: (Stop these effects by repair only)
-After we place BuildingTypes have Strength=-1 then and you buy BuildingTypes it cannot be placed as if we canceled the purchase.
- If BuildingTypes is the only barracks, InfantryTypes from this BuildingTypes will not be given until this barracks is repaired.
- If there is more than 1 barracks and you repair only 1 barracks, then build more barracks but do not repair them. Then sell the 1st barracks. When you finish building.
InfantryTypes, those units will not appear when they are finished. If you click on the Cameo of InfantryTypes again, it will cancel the creation (also affects VehicleTypes and AircraftTypes if done the above way).
- If BuildingTypes is a Power Plant Will not provide energy even if it is repaired or has more than one.
- If BuildingTypes is a mine(Ore Refinery) you will get a car when BuildingTypes is repaired.
- If BuildingTypes is a Helipad you will get a AircraftTypes when BuildingTypes is repaired.
- Cannot be sell until repaired.
- InfantryTypes cannot be attacked until repaired.
Even if BuildingTypes is repaired, BuildingTypes's HP will not be restored.
In Tiberian Sun
- If an InfantryType has Strength≤0:
- It will die immediately upon receiving any conventional damage.
- Apart from that, if an InfantryTypes has Strength=0, it also:
- It will display a red strength bar with only one pip left.
- Apart from that, if an InfantryTypes has Strength<0, it also:
- It will display a green strength bar with only one pip left.
- After being generated, if it has Cloakable=yes, it will repeatedly switch between stealth and normal states, lasting for a period of time before entering the normal stealth state.
- If a VehicleType has Strength=0, everything is functioning normally.
- It will display a red strength bar with only one pip left.
- It will die immediately upon receiving any conventional damage.
- If a VehicleType has Strength<0, these units will be unable to move independently.
- It will display a full green strength bar.
- It cannot move autonomously and cannot respond to any commands.
- It cannot be affected by any conventional damage, but it can still die due to special circumstances.
- If an AircraftType has Strength≤0:
- It cannot be produced by the factory.
- Apart from that, if an AircraftTypes has Strength=0, it also:
- It will display a red strength bar with only one pip left.
- It will die immediately upon receiving any conventional damage.
- Apart from that, if an AircraftTypes has Strength<0, it also:
- It will display a full green strength bar.
- It cannot move autonomously and cannot respond to any commands.
- It cannot be affected by any conventional damage, but it can still die due to special circumstances.
- If a BuildingType has Strength=0:
- In most cases, it will be destroyed directly after construction. This includes BuildingType initially placed on the map and BuildingType constructed by Factory. In this case, Explosion and Explodes are ineffective, and SmudgeType will directly occur on the cells originally occupied by the BuildingType, while Crewed remains effective.
- If a BuildingType has Strength<0:
- It will display a full green strength bar.
- It cannot be affected by any conventional damage.
- It cannot be repaired.
- During construction, the Buildup animation will always stay at the first frame. Active animation will not be generated normally. When in this state, it cannot be sold, although it still has some normal functions.
- BuildingType initially placed on the map still can be sold, but when sold, it will always be stuck in the sold state. At this point, it neither has normal functionality nor will it return Soylent and Crewed. But it can still be turned off or powered on normally, although the power bar on the sidebar will not change accordingly.
In Red Alert 2 to Yuri's Revenge
When a unit has Strength=0:
- If an InfantryType has Strength≤0:
- It cannot be killed by ChronosphereSpecial.
- It cannot be killed by IronCurtainSpecial.
- It will display a red strength bar with only one pip left.
- It will die immediately upon receiving any conventional damage.
- Apart from that, if an InfantryTypes has Strength<0, it also:
- When it is teleported by ChronosphereSpecial to an area that is inaccessible to them, it will not die and stand on the terrain.
- If a VehicleType or AircraftType has Strength=0, these units will be unable to move independently:
- It will display a green strength bar with only one pip left.
- If a VehicleType or AircraftType has Strength<0, these units will be unable to move independently:
- It will display a full green strength bar.
- It cannot move autonomously and cannot respond to any commands, but it can still retaliate, automatically scan and attack.
- It cannot be affected by any conventional damage, but it can still die due to special circumstances, such as being crushed.
- If a BuildingType has Strength=0:
- In most cases, it will be destroyed directly after construction. This includes BuildingType initially placed on the map and BuildingType constructed by factories. In this case, Explosion , DestroyAnim and Explodes are ineffective, and SmudgeType will directly occur on the cells originally occupied by the BuildingType, while Crewed remains effective.
- If a BuildingType has Strength<0:
- It will display a full green strength bar.
- It cannot be affected by any conventional damage, but it can still die due to special circumstances, such as C4.
- If it has WeaponsFactory=yes, the production function cannot work properly. The factory only produces one VehicleType, and VehicleType will be stuck inside and unable to move.
- It cannot be repaired.
- During construction, the Buildup animation will always stay at the first frame. Active animation will not be generated normally. When in this state, it cannot be sold, although it still has some normal functions.
- BuildingType initially placed on the map still can be sold, but when sold, it will always be stuck in the sold state. At this point, it neither has normal functionality nor will it return Soylent and Crewed.
- If an TerrainType has Strength=0 or Strength=1:
- The game will display the broken frame (2rd frame).
- It will die immediately upon receiving any conventional damage.
- Apart from that, if an TerrainType has Strength=0, it also:
- It cannot interact with any TechnoType, including but not limited to forced attack and move commands.
On OverlayTypes
Defines the probability divisor for this overlay being killed, default 1, used in Min(1, Damage/Strength) to get the probability of an overlay losing one layer.
- Note that overlays are not independent objects in the game; all interactions with overlays are actually with the cell where the overlay is located.
- That is to say, for overlays, Strength is actually used to calculate the probability of being destroyed/losing one layer, rather than the classic "health points" concept.
- Correspondingly, killing overlays only depends on Damage and whether there is a kill flag for that type of overlay, without checking warhead ratio.
For overlays with [OverlayType]→Wall=yes, you need to use warheads with [Warhead]→Wall=yes. At this time, for weapons that can target walls and can remove one layer per shot (100%), the number of shots required for wall-type overlays depends on the value set in [OverlayType]→DamageLevels=.
- If this wall-type overlay also has [OverlayType]→Armor=wood set, then warheads with [Warhead]→Wood=yes can also cause damage according to the same rule. However, the difference is: for standalone (not connected to others) OverlayTypes, this can destroy the last two Damage Levels in one go.
For overlays with [OverlayType]→Tiberium=yes, you need to use warheads with [Warhead]→Tiberium=yes. The number of layers, whether 1 or 2, depends on the maturity of the ore.
For overlays that have both (the latter inherently has an effect equivalent to [OverlayType]→Armor=wood):
- If the incoming warhead only has [Warhead]→Tiberium=yes, then it is calculated according to the ore rule;
- If it has [Warhead]→Wall=yes or [Warhead]→Wood=yes, then it is calculated according to the wall rule with the number of layers being [OverlayType]→DamageLevels value + 1.
Of course, if the incoming warhead has [Warhead]→WallAbsoluteDestroyer=yes and [OverlayType]→Wall=yes, then this takes precedence over the above conventional calculation rules.
Bugs/Side-Effects/Unexpected Limitations
If a unit has Strength=0 (possibly due to negligence in forgetting to set the value), then such a unit will not join the Team and execute the Script like other units, even if it is in a Task Force. If this unit is also called by the last item in the Task Force, then it will trigger EIP#0065D99F due to a lost pointer.
See Also
- Rules(md).ini Flags
- TechnoTypes Flags
- AircraftTypes Flags
- BuildingTypes Flags
- InfantryTypes Flags
- VehicleTypes Flags
- ObjectTypes Flags
- Animations Flags
- Projectile Flags
- TMPTiles Flags
- OverlayTypes Flags
- ParticleSystems Flags
- Particles Flags
- SmudgeTypes Flags
- TerrainTypes Flags
- VoxelAnims Flags
- INI Flags
- Not verified
- Bugs and Errors
