https://modenc.renegadeprojects.com/api.php?action=feedcontributions&user=McPwny&feedformat=atomModEnc - User contributions [en]2024-03-29T08:09:14ZUser contributionsMediaWiki 1.30.0https://modenc.renegadeprojects.com/index.php?title=Issquidward&diff=22219Issquidward2023-07-02T16:30:37Z<p>McPwny: Created page with "if the tag 'issquidward=' is set to 'yeah', then its squidward. alt text"</p>
<hr />
<div>if the tag 'issquidward=' is set to 'yeah', then its squidward.<br />
[[File:Dab.png|200px|thumb|left|alt text]]</div>McPwnyhttps://modenc.renegadeprojects.com/index.php?title=File:Dab.png&diff=22218File:Dab.png2023-07-02T16:30:13Z<p>McPwny: my sincerest apologies for this</p>
<hr />
<div>my sincerest apologies for this</div>McPwnyhttps://modenc.renegadeprojects.com/index.php?title=AIHateDelays&diff=22099AIHateDelays2023-01-14T21:47:57Z<p>McPwny: </p>
<hr />
<div>{{Flag<br />
|name={{PAGENAME}}<br />
|files={{Categ|ini=rules}}<br />
|types={{Categ|General}}<br />
|values={{values|unsigned integers}}<br />
|ts=yes<br />
|fs=yes<br />
|hp=yes<br />
|ra2=yes<br />
|yr=yes<br />
|ares=yes<br />
}}<br />
This flag controls the delay, in frames, that the AI will wait before choosing an enemy. Usually this is the closest player not allied to the AI, unless another player attacks the AI first. Although the AI may have multiple enemies, it will focus its attacks entirely on one player at a time. The AI will only switch focus to another player when the previous enemy is defeated, or when another enemy player constantly attacks it.<br />
<br />
Prior to selecting an enemy, the AI will only build its basedefense teams; after selection it will actively build its whole array of AI trigger teams.<br />
<br />
The values are listed in order of [[Difficulty_Settings|difficulty]] - Easy (Brutal AI), Medium, Hard (Easy AI).<br />
<br />
Only applicable in multiplayer. In singleplayer maps, allies and enemies are explicitly designated via [[house]] settings and [[triggers]].</div>McPwnyhttps://modenc.renegadeprojects.com/index.php?title=Powered&diff=22060Powered2022-11-12T17:32:47Z<p>McPwny: </p>
<hr />
<div>Can be set to 'yes' or 'no' and determines whether or not this BuildingType requires power to function. Setting it to 'Yes' will cause all of it's active animations to freeze whenever it is underpowered by default. Setting [[ActiveAnimPowered]]=No in the art entry will negate the freezing effect for that animation. Underpowered buildings with Powered=Yes will also stop emitting light if it is a lightpost, and will also not fire it's weapons. <br />
<br />
<br />
{{bugs}}<br />
<br />
This tag breaks [[ProductionAnim]] logic such that, if the building has low power, the first frame of the production anim is played for the duration of the animation, then the animation disappears. The animation re-appears and goes through the remainder of it's frames as soon as the building regains power<br />
<br />
==See Also==<br />
*[[ActiveAnimPowered]]<br />
*[[ActiveAnimPoweredLight]]</div>McPwnyhttps://modenc.renegadeprojects.com/index.php?title=Talk:CanPassiveAquire&diff=21971Talk:CanPassiveAquire2022-07-26T14:43:44Z<p>McPwny: </p>
<hr />
<div>Does this even apply to Aircraft types?<br />
<br />
- likely it doesnt. the info on this page: https://modenc.renegadeprojects.com/AircraftTypes is highly misleading</div>McPwnyhttps://modenc.renegadeprojects.com/index.php?title=ROT&diff=21970ROT2022-07-26T14:41:31Z<p>McPwny: fixed misinfo about ROT and the TS era hack for aircraft firing paterns</p>
<hr />
<div>{{Flag<br />
|values={{Values|unsigned integers}}<br />
|default=?<br />
|types={{Categ|Technoes}}, {{Categ|Projectile|Projectiles}}<br />
|ra=yes<br />
|cs=yes<br />
|am=yes<br />
|ts=yes<br />
|fs=yes<br />
|ets=yes<br />
|ra2=yes<br />
|yr=yes<br />
|rp=yes<br />
}}<br />
<br />
== On Infantry/Vehicle/Aircraft/Building Types ==<br />
<br />
Determines the Rate Of Turn of this object and/or its turret, if applicable. Bigger number = faster turn.<br />
<br />
ROT=0 seems to have the same effect as the highest values (32767 or 2147483647).<br />
<br />
==On Projectiles==<br />
<br />
A non-zero value means this projectile can home-in on its target. A value of 0 disables homing behavior and leaves the projectile to fly straight. Note that this method of straight flight is buggy in TS and ever since.<br />
<br />
===ROT=1===<br />
ROT 1 appears to be a special case: <br />
* A projectile with a ROT of 1 will follow what appears to be a straight line to its target (seen on the Cyborg Commando in [[Tiberian Sun]]). Actually, at extended ranges and low speeds, even projectiles with ROT=1 will adjust their trajectory to accomodate for changes in the target's position, but this is not usually visible. However, projectiles with ROT=1 will have no height deviation from their firing point, unlike missiles with higher ROT, which will fly upwards to hit the target in an arc. <br />
* Setting ROT to 1 appears to make the projectile default to a high acceleration, meaning that it will be fired at a low speed and accelerate as it moves towards its target, though modifying the {{Tt|Acceleration}} tag can prevent this in order to generate a smoother flight.<br />
** Projectiles with an ROT of 1 are known to act strangely when fired at certain angles or distances. They will sometimes "overshoot" their target and fly on past the map boundaries, but re-enter the map later, hitting their target. Other unusual behaviour has been observed regarding flight characteristics, especially when an ROT of 1 is coupled with <tt>[[AA]]=yes</tt> or <tt>[[Inaccurate]]=yes</tt> / <tt>[[FlakScatter]]=yes</tt>, though this might hold true for all projectiles with a ROT greater than 0 and Inaccurate or FlakScatter (needs testing). The most obscure effects are obtained by firing an inaccurate / flakscattering projectile with an ROT of 1 from aircraft, which will give an extreme form of the "''Circling Missile bug''".<br />
<br />
===ROT=0===<br />
* On aircraft, a weapon with a projectile with an ROT of 0 will cause the aircraft to fire the weapon in a strafing pattern of single projectiles (ignoring {{Tt|Burst}} on everything but the first shot) until either the weapon has been fired five times, the target was destroyed, or the unit aborts its attack mission. It will repeat this for every point of {{Tt|Ammo}} the aircraft carries. This is consistent with the common firing pattern of Bomber aircraft. <br />
<br />
===Notes===<br />
* Setting a predefined flight path (via {{f|Arcing|yes|link}} / {{f|Lobber|yes|link}} and similar) will make the game ignore any <tt>ROT</tt> set on the projectile; the flight path determined by the former two tags takes precedence.<br />
<br />
{{NeedsTesting}}<br />
* setting {{f|Ranged|yes|link}} forces the projectile to respect the weapon's {{f|Range|link}} setting, meaning it can only follow a target so long as the target is within the weapon's range from the location it was fired from. Reaching the limits of this range will cause the projectile to detonate. If "''Ranged=''" is set to "''no''", the projectile will follow its target indefinitely until it is either triggered to detonate (by hitting the target, Proxy fuse or maybe some other trigger mechanic that can be coded) or is destroyed (say by Firestorm) or the the target is destroyed by other means, which will cause the projectile to instantly detonate (which is true for any homing projectile).</div>McPwnyhttps://modenc.renegadeprojects.com/index.php?title=NodAdvancedPower&diff=21943NodAdvancedPower2022-07-01T02:59:04Z<p>McPwny: </p>
<hr />
<div>{{Flag<br />
|files={{Categ|ini=rules}}<br />
|values=[[BuildingTypes]]<br />
|default=none<br />
|types={{Categ|General}}<br />
|yr=yes<br />
|ra2=yes<br />
|ts=yes<br />
|fs=yes<br />
}}<br />
This tag will cause the soviet AI to build exactly one of the listed type of powerplant instead of a normal type of powerplant, assuming that [[AIBasePlanningSide]]= has been set correctly<br />
<br />
==see also==<br />
*[[ThirdPowerPlant]]<br />
*[[NodRegularPower]]<br />
*[[GDIPowerPlant]]</div>McPwnyhttps://modenc.renegadeprojects.com/index.php?title=TechLevel&diff=21921TechLevel2022-06-16T16:58:49Z<p>McPwny: </p>
<hr />
<div>{{Flag<br />
|name={{PAGENAME}}<br />
|files={{Categ|Rules(md).ini}}, {{Categ|Maps}}<br />
|values=signed integers<br />
|default=<nowiki>-1 (255 on TechnoTypes)</nowiki><br />
|types={{Categ|MultiplayerDialogSettings}} ([[Image:Ra2small.png]]{{yro}}) , {{Categ|InfantryTypes}}, {{Categ|VehicleTypes}}, {{Categ|AircraftTypes}}, {{Categ|BuildingTypes}} (rules(md).ini), {{Categ|Houses}} (maps)<br />
|ra=yes<br />
|cs=yes<br />
|am=yes<br />
|ts=yes<br />
|fs=yes<br />
|ets=yes<br />
|ra2=yes<br />
|yr=yes<br />
|rp=yes<br />
}}<br />
<br />
== On BuildingTypes ==<br />
<br />
By constructing the building, the house's "technology level" is ''increased'' to this value, if necessary.<br />
<br />
== On Infantry/Vehicle/Aircraft Types ==<br />
<br />
This flag specifies the "technology level" necessary to build this object. <br />
<br />
== In [{{f|MultiplayerDialogSettings|link}}] ==<br />
<br />
This flag specifies the maximum TechLevel achievable in the game. In previous games, you could control this by means of another slider, like the one used for Starting Money or Game Speed. The effect of this limit is that only TechLevel values in the interval 0 - this value (inclusive) are considered "allowed", and all others are disabled.<br />
<br />
== On {{f|Houses|link}} ==<br />
<br />
This flag specifies the starting tech level for this AI-controlled house.<br />
<br />
== Limitations of this system ==<br />
<br />
{| style="border: 1px dashed #aaa; text-align: center; border-collapse: collapse;" border=1<br />
|+ TechLevel limitations<br />
|- style="background: #eee;"<br />
! rowspan=2 | TechLevel<br />
! colspan=4 | Can be <br />
|- style="background: #eee;"<br />
! Built by AI<br />
! Built by Humans<br />
! A Crate goodie<br />
! A Secret Lab boon<br />
|-<br />
| style="text-align: left;" | -1 <br />
| {{Y}} || {{N}} || {{Y}} || {{Y}}<br />
|-<br />
| style="text-align: left;" | 0 through the maximum <br>(set in MultiplayerDialogSettings) <br />
| {{Y}} || {{Y}} || {{Y}} || {{Y}}<br />
|-<br />
| style="text-align: left;" | above the maximum <br />
| {{N}} || {{N}} || {{N}} || {{Y}}<br />
|}<br />
<br />
TechLevel -2 and below are considered as buildable at any TechLevel.<br />
<br />
And AI doesn't build Techlevel -1 units even if given in TaskForces. Buildings case is covered in the table above.<br />
<br />
==Additional note==<br />
The hack that Westwood used to make battle bunkers in YR stay owned when empty and not evict infantry when damaged is tied to Techlevel= ; if the techlevel is -1, the building will be treated as a normal civilian building. If the techlevel is anything besides -1, it will be treated with battle bunker logic</div>McPwnyhttps://modenc.renegadeprojects.com/index.php?title=Talk:NodAdvancedPower&diff=21909Talk:NodAdvancedPower2022-06-06T16:22:22Z<p>McPwny: Created page with "In red alert 2 this has the nuke plant NANRCT listed but is not used by the game in any way. is this the case for tiberian sun aswell?"</p>
<hr />
<div>In red alert 2 this has the nuke plant NANRCT listed but is not used by the game in any way. is this the case for tiberian sun aswell?</div>McPwnyhttps://modenc.renegadeprojects.com/index.php?title=NodAdvancedPower&diff=21908NodAdvancedPower2022-06-06T16:20:36Z<p>McPwny: </p>
<hr />
<div>{{Flag<br />
|files={{Categ|ini=rules}}<br />
|values=[[BuildingTypes]]<br />
|default=none<br />
|types={{Categ|General}}<br />
|yr=yes<br />
|ra2=yes<br />
|ts=yes<br />
|fs=yes<br />
}}<br />
This tag is supposed to be used for the advanced powerplants for the Nod/Soviet side.<br />
<br />
==see also==<br />
*[[ThirdPowerPlant]]<br />
*[[NodRegularPower]]<br />
*[[GDIPowerPlant]]</div>McPwny