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Trainable

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Flag: Trainable
File(s): rules(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: yes for InfantryTypes, VehicleTypes, AircraftTypes;
no for BuildingTypes
Applicable to: TechnoTypes:

AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes



Define whether this techno can be upgraded.

Notes

Upgrades are triggered when the total Cost value of targets destroyed by the unit divided by its own Cost value exceeds the value set by [General].

When reaching the Veteran level:

  1. The unit gains the buff effects defined by the VeteranAbilities= list;
  2. Plays the sound effect defined by [AudioVisual]UpgradeVeteranSound= upon upgrade;[custom 1]
  3. Obtains a veteran insignia, and broadcasts the EVA_UnitPromoted event.[custom 2]

When reaching the Elite level:

  1. The unit can additionally gain the buff effects defined by the EliteAbilities= list;
  2. Plays the sound effect defined by [AudioVisual]UpgradeEliteSound= upon upgrade;[custom 3]
  3. Obtains an elite insignia, broadcasts the EVA_UnitPromoted event;[custom 4]
  4. And displays a flash effect with the frame number defined by [AudioVisual]EliteFlashTimer=.[custom 5]
  • Many special functions change when reaching this level, for example, weapons like Primary will switch to the weapon defined by ElitePrimary (in Tiberian Sun, it switches to the weapon defined by Elite).

Bugs/Side-Effects/Unexpected Limitations

Once an upgrade[1] is installed, the parent building is considered already upgraded and thus can no longer be upgraded through the experience point system. Regardless of whether the parent building is Trainable=yes.

Cases where Trainable=no is ignored:

  1. Agent infantry entering Factory-type buildings can upgrade units.
    • This bug has been fixed in Ares 0.2.
  2. Reinforcement-type[2] map trigger actions will forcibly use the level defined by [TeamType]VeteranLevel=.
    • This bug has been fixed in Phobos DevBuild#49.
  3. Type conversion will inherit experience values, which also includes conversions via DeploysInto and UndeploysInto, as well as cases of Script Actions #44 and #45.
  4. [SpecialFlags]InitialVeteran=yes in map settings will force StartUnit to appear at the Elite level.
  5. Objects in the three lists of VeteranAircraft, VeteranUnits, and VeteranInfantry in country settings will forcibly appear at the Veteran level.
  6. Armory buildings with sufficient Ammo can train entering infantry to the Elite level.

Infantry could gain experience killing enemies while occupying a structure, but unlike units in OpenTopped vehicles (and with Ares with Gunner vehicles also), occupiers are not promoted immediately. They had to exit the building first, and only after doing this would they use the elite weapon when occupying a structure again.

  • Starting from Ares 0.D, the promotion now happens immediately and without exiting, but it is silent, that is, no sound will play.

References

Starting from Ares 0.C:

  1. This can be customized on each technos via Promote.VeteranSound=.
  2. This can be customized on each technos via EVA.VeteranPromoted=.
  3. This can be customized on each technos via Promote.EliteSound=.
  4. This can be customized on each technos via EVA.ElitePromoted=.
  5. This can be customized on each technos via Promote.EliteFlash=.
  6. This can be customized on each technos via Promote.VeteranFlash=.

Starting from Phobos DevBuild#43, when a unit is promoted to Veteran and/or Elite level, an animation can be played. Refer to Phobos documentation - Promotion animation.

  • Starting from Phobos DevBuild#47, this can be customized on each technos.

Footnotes

  1. Upgrade is BuildingTypes where PowersUpBuilding is not none.
  2. Map Trigger Actions #7, #80 and #107

See Also

VeteranAbilities#Footnotes - Some hardcoding has a correlation with level.