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Difference between revisions of "PowersUnit"

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(Rewriting with exe info)
(Adding Bugs explanation, I don't want to ever work with Westwood's coders in my life!)
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{{Bugs}}
 
{{Bugs}}
The logic only works properly when one house owns only one BuildingType with this function. When a house owns several different BuildingTypes, problems will ensue - only one of them will deactivate and reactivate the powered units correctly.
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The logic only works properly when one house owns only one BuildingType with this function. When a house owns several different BuildingTypes, problems will ensue - only one of them will deactivate and reactivate the powered units correctly. When multiple powered units are owned by one house, the very last powered center to shutdown/die will turn off its own powered units. The very first one constructed after that will reactivate its own powered units.
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Units powered by other powered centers that are explicitly specified as {{TTL|PoweredUnit|yes}} will be deactivated when they try to move and the powering building is not present, but not reactivated. Units that do not have said flag will remain oblivious to the fact their control structure is not present and remain functional (assuming their control center wasn't the very last one to shut down, see above).

Revision as of 18:50, 10 June 2008

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: PowersUnit
File(s): rules(md).ini
Values: Strings: Normal text. (Limited to: VehicleTypes)
Applicable to: TechnoTypes:

AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes




Although all TechnoTypes parse this flag, it only has the expected effect when applied to BuildingTypes.

Specifies a unit that is "powered" by the presence of this object. All instances of the specified VehicleType owned by HouseX will be deactivated whenever HouseX has no powered instances of this BuildingType.

Relevant pseudocode is available at http://dc.strategy-x.com/src2/HouseClass/GotPoweredCenter.cpp. Relevant pseudocode is available at http://dc.strategy-x.com/src2/HouseClass/LostPoweredCenter.cpp.

Cc documentinfo.png Automatic List Inclusion

VehicleTypes used as values for this flag are automatically listed under the internal [VehicleTypes] array. However no harm can be done by listing them manually.


Warning small.pngAlthough all TechnoTypes parse this flag, it only has the expected effect when applied to BuildingTypes. Applying it to other TechnoTypes will only parse the flag and append the VehicleTypes array if necessary.

Cc alert.png Bugs/Side-Effects/Unexpected Limitations

The logic only works properly when one house owns only one BuildingType with this function. When a house owns several different BuildingTypes, problems will ensue - only one of them will deactivate and reactivate the powered units correctly. When multiple powered units are owned by one house, the very last powered center to shutdown/die will turn off its own powered units. The very first one constructed after that will reactivate its own powered units.

Units powered by other powered centers that are explicitly specified as Template:TTL will be deactivated when they try to move and the powering building is not present, but not reactivated. Units that do not have said flag will remain oblivious to the fact their control structure is not present and remain functional (assuming their control center wasn't the very last one to shut down, see above).