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SolidLevel

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Revision as of 00:33, 7 November 2024 by Testid123 (talk | contribs) (Created page with "{{Flag |name={{PAGENAME}} |files={{Categ|Rules(md).ini}} |values={{Values|integer}} |default=0 |types={{categ|Projectile}} |ares=yes |aresflag=yes }} The highest level of solidity this projectile will consider as easily destructible when targeting. If a Solid Building with a solidity level of this or lower is in the way to the actual target, the unit will fire anyhow, first destroying all obstacles. If it is lower than the building’s level, then the unit cannot fire an...")
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Flag: SolidLevel
File(s): Rules(md).ini
Values: Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767.
Default: 0
Applicable to: Projectile

This flag is part of Ares. Do not use it without Ares installed.



The highest level of solidity this projectile will consider as easily destructible when targeting. If a Solid Building with a solidity level of this or lower is in the way to the actual target, the unit will fire anyhow, first destroying all obstacles. If it is lower than the building’s level, then the unit cannot fire and has to reposition itself.

Note

  • Certain drawing effects like lasers will be drawn as if they have hit the actual target when in fact the Solid Building was hit and took the damage. This graphical glitch might be resolved in the future.
  • Setting the Apocalypse Tank weapon’s projectile to SolidLevel=1 will make the tank ignore all Solid Buildings with a lower level in its path and just fire at its targets. The projectiles will hit the buildings and destroy them, then the actual target.
  • Setting a gate to SolidHeight=-1 and SolidLevel=0 will make it a Solid Building still, but units will try to tear it down while trying to shoot at a target behind it, just like walls. If the gate is closed, it will take damage when units try to hit a target behind it, but when it is open, the projectiles will pass.