ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.

CliffBackImpassability: Difference between revisions

From ModEnc
Jump to navigation Jump to search
No edit summary
 
Crimsonum (talk | contribs)
No edit summary
 
(2 intermediate revisions by 2 users not shown)
Line 1: Line 1:
{{DeeZireInclusion}}<br />
{{Flag
Determines how 'impassable' the terrain is behind cliffs, 0 being minimal and 2 being maximal, in other words how many cells away from the edge of a cliff a structure can be placed or a unit can move to.
|name={{PAGENAME}}
|files={{Categ|ini=rules}}
|types={{Categ|General}}
|values={{values|unsigned integers}}
|ts=yes
|fs=yes
|ets=yes
|ra2=yes
|yr=yes
|rp=yes
}}
This flag determines how impassable the terrain behind cliffs is. Basically, the flag controls how far away from the edge of a cliff a structure has to be placed, or how near to the edge of a cliff a unit can move. This is done by changing the [[LandTypes|LandType]] of certain cells next to and behind cliffs to {{tt|Rock}}. 2 is the only value that will work correctly, and even then the game will assume that all cliffs are 4 cells high.

Latest revision as of 09:48, 9 December 2019

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: CliffBackImpassability
File(s): rules(md).ini
Values: Unsigned integers: All non-negative whole numbers from 0 to either 32767, 2147483647 or 4294967295.
Applicable to: General


This flag determines how impassable the terrain behind cliffs is. Basically, the flag controls how far away from the edge of a cliff a structure has to be placed, or how near to the edge of a cliff a unit can move. This is done by changing the LandType of certain cells next to and behind cliffs to Rock. 2 is the only value that will work correctly, and even then the game will assume that all cliffs are 4 cells high.