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| The 256-based facing of this BuildingType. 0 stands for North and increasing numbers rotate clockwise. (0,32..256)
| The 256-based facing of this BuildingType. 0 stands for North and increasing numbers rotate clockwise. (0,32..256)
|-
|-
! {{Anchor|TAG|td}}
! {{Anchor|TRIGGER|td}}
| The ID of the [[Tags|Tag]] attached to this BuildingType, or {{Tt|<none>}} if no tag should be attached.
| The ID of the [[Triggers|Trigger]] attached to this BuildingType, or {{Tt|none}} if no trigger should be attached.
|}
|}


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| The 256-based facing of this BuildingType. 0 stands for North and increasing numbers rotate clockwise. (0,32..256)
| The 256-based facing of this BuildingType. 0 stands for North and increasing numbers rotate clockwise. (0,32..256)
|-
|-
! {{Anchor|TAG|ra}}
! {{Anchor|TRIGGER|ra}}
| The ID of the [[Tags|Tag]] attached to this BuildingType, or {{Tt|<none>}} if no tag should be attached.
| The ID of the [[Triggers|Trigger]] attached to this BuildingType, or {{Tt|none}} if no trigger should be attached.
|-
|-
! {{Anchor|AI_SELLABLE|ra}}
! {{Anchor|AI_SELLABLE|ra}}
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|-
|-
! {{Anchor|AI_REBUILDABLE|ts}}
! {{Anchor|AI_REBUILDABLE|ts}}
| Obsolete, left over from {{ra}}. If set, allows the AI to rebuild this structure if it's destroyed/sold. Doesn't actually work, as only [[NodeCount|Base Nodes]] enable the house to rebuild lost structures.
| Obsolete left-over from {{ra}}. Only [[NodeCount|Base Nodes]] allow the AI house to rebuild lost structures, regardless of the value of this parameter.
|-
|-
! {{Anchor|POWERED_ON|ts}}
! {{Anchor|POWERED_ON|ts}}
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|-
|-
! {{Anchor|AI_REPAIRABLE|ts}}
! {{Anchor|AI_REPAIRABLE|ts}}
| If set, allows the AI to repair this building. In order to actually repair the building, the AI house must have [[CreditReserve|enough credits]], and the BuildingType must not have ({{f|Repairable|no|link}}.
| If set, allows the AI to repair this building. In order to actually repair the building, the AI house must have [[CreditReserve|enough credits]], and the BuildingType must not have {{f|Repairable|no|link}}.
|-
|-
! {{Anchor|NOMINAL|ts}}
! {{Anchor|NOMINAL|ts}}
| If set, displays the name of this building to all players regardless of their affiliation with the building's owner, instead of the usual "Enemy structure" text. See {{f|Nominal}}.
| If set, displays the name of this building to all players regardless of their affiliation with the building's owner, instead of the usual "Enemy structure" text. See {{f|Nominal|link}}.
|}
|}


[[Category:Map Information]]
[[Category:Map Information]]

Latest revision as of 16:44, 16 September 2018

This page should correctly be named "[Structures]"; it is wrong due to technical restrictions.



This section lists all the BuildingTypes that should be preplaced on the map when the game starts.

Section

Tiberian Dawn

The [Structures] section takes the following format:

[STRUCTURES]
INDEX=OWNER,ID,HEALTH,CELL,FACING,TAG
Meanings of each string
String Meaning
INDEX This is an index for the list. Any unique string without equals signs will do.
OWNER The Name of the House who should receive this BuildingType.
ID The ID of this BuildingType.
HEALTH The amount of health this BuildingType has, expressed in 1/256ths of its total Strength=. (0-256)
CELL The number of the cell which this BuildingType should be placed in.
FACING The 256-based facing of this BuildingType. 0 stands for North and increasing numbers rotate clockwise. (0,32..256)
TRIGGER The ID of the Trigger attached to this BuildingType, or none if no trigger should be attached.

Red Alert, Counterstrike, Aftermath

The [Structures] section takes the following format:

[STRUCTURES]
INDEX=OWNER,ID,HEALTH,CELL,FACING,TAG,AI_SELLABLE,AI_REBUILDABLE
Meanings of each string
String Meaning
INDEX This is an index for the list. Any unique string without equals signs will do.
OWNER The Name of the House who should receive this BuildingType.
ID The ID of this BuildingType.
HEALTH The amount of health this BuildingType has, expressed in 1/256ths of its total Strength=. (0-256)
CELL The number of the cell which this BuildingType should be placed in.
FACING The 256-based facing of this BuildingType. 0 stands for North and increasing numbers rotate clockwise. (0,32..256)
TRIGGER The ID of the Trigger attached to this BuildingType, or none if no trigger should be attached.
AI_SELLABLE If set, allows the AI to sell this building. Whether the AI will actually sell this building or not depends on a number of factors. First, the AI's IQ level must be at or above the SellBack threshold. Second, the BuildingType must not have Unsellable=yes. If these conditions are met, then the AI will sell the building if building's health falls below ConditionRed or the AI power levels fall below PowerEmergency and this building is consuming power. However, if the AI's IQ also meets RepairSell and the building's health falls below ConditionRed, then the AI will attempt to repair the building. If the building cannot be repaired for any reason (the AI has less than CreditReserve amount of credits or the BuildingType has (Repairable=no), then the AI will sell it.
AI_REBUILDABLE If set, allows the AI to rebuild this structure if it's destroyed/sold.

Tiberian Sun, Firestorm, Red Alert 2, Yuri's Revenge

The [Structures] section takes the following format:

[Structures]
INDEX=OWNER,ID,HEALTH,X,Y,FACING,TAG,AI_SELLABLE,AI_REBUILDABLE,POWERED_ON,UPGRADES,SPOTLIGHT,UPGRADE_1,UPGRADE_2,UPGRADE_3,AI_REPAIRABLE,NOMINAL
Meanings of each string
String Meaning
INDEX This is an index for the list. Any unique string without equals signs will do.
OWNER The Name of the House who should receive this BuildingType.
ID The ID of this BuildingType.
HEALTH The amount of health this BuildingType has, expressed in 1/256ths of its total Strength=. (0-256)
X The X coordinate of the cell which this BuildingType should be placed in.
Y The Y coordinate of the cell which this BuildingType should be placed in.
FACING The 256-based facing of this BuildingType. 0 stands for game North (North East of the screen) and increasing numbers rotate clockwise. (0,32..256)
TAG The ID of the Tag attached to this BuildingType, or <none> if no tag should be attached.
AI_SELLABLE If set, allows the AI to sell this building. Whether the AI will actually sell this building or not depends on a number of factors. First, the AI's IQ level must be at or above the SellBack threshold. Second, the BuildingType must not have Unsellable=yes. If these conditions are met, then the AI will sell the building if building's health falls below ConditionRed or the AI power levels fall below PowerEmergency and this building is consuming power. However, if the AI's IQ also meets RepairSell and the building's health falls below ConditionRed, then the AI will attempt to repair the building. If the building cannot be repaired for any reason (see AI repairable), then the AI will sell it.
AI_REBUILDABLE Obsolete left-over from Red Alert. Only Base Nodes allow the AI house to rebuild lost structures, regardless of the value of this parameter.
POWERED_ON If set, this building functions normally. If not, then the building is "turned off", meaning it cannot produce units or use weapons. This setting can be toggled by map triggers or the player (the latter only in Tiberian Sun and Firestorm).
UPGRADES The number of upgrades on this building.
SPOTLIGHT Enables a spotlight for this building. The spotlight's starting point and direction depends on building's facing and index, respectively, so that consecutive spotlights sweep in opposite directions.

See also Spotlights.

Possible values
Value Meaning
0 No spotlight.
1 Adds a reciprocating spotlight. Once the spotlight completes an arc, it repeats the same arc in reverse. This is looped indefinitely.
2 Adds a spotlight that moves in a circular loop.
UPGRADE_1 The ID of the first upgrade to be attached on this building, or none if no upgrade is to be attached.
UPGRADE_2 The ID of the second upgrade to be attached on this building, or none if no upgrade is to be attached.
UPGRADE_3 The ID of the third upgrade to be attached on this building, or none if no upgrade is to be attached.
AI_REPAIRABLE If set, allows the AI to repair this building. In order to actually repair the building, the AI house must have enough credits, and the BuildingType must not have Repairable=no.
NOMINAL If set, displays the name of this building to all players regardless of their affiliation with the building's owner, instead of the usual "Enemy structure" text. See Nominal.