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Only merged Wall_I into this, not rewritten yet.
Crimsonum (talk | contribs)
Added a section about a remap bug with wall overlay
 
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==On Buildings==
==Buildings==
{{DeeZireInclusion}}<br />
{{Flag
Can be set to 'yes' or 'no' and determines if this BuildingType uses special case logic for the construction of walls. Should only be used for structures that are also classed as OverlayTypes. The distance between each wall section that walls will automatically be constructed is determined by adding the GuardRange= statement to this structures entry.
|values={{Values|bool}}
|default=no
|types={{Categ|BuildingTypes}}
|ra=yes
|cs=yes
|am=yes
|ts=yes
|fs=yes
|ets=yes
|ra2=yes
|yr=yes
|ares=yes
}}


==On Warheads==
This flag determines whether or not a [[BuildingTypes|building]] should have special wall construction logic, which will convert it to [[OverlayTypes|overlay object]] when it is created.
{{DeeZireInclusion}}<br />
 
Can be set to 'yes' or 'no' and determines whether or not the warhead can damage a BuildingType with Wall=yes set, as such structures are converted to OverlayTypes. The effect is that the warhead will cause one 'hit' against the wall, taking it through its DamageLevels= (see the ART.INI Guide).
In order for this logic to work as desired&mdash;and ''not'' throw an [[IE]]&mdash;it is necessary for the building's corresponding {{art}} entry to have {{f|ToOverlay|link}} set to a valid overlay object with {{f|Wall|yes|link}}{{sup|[[#Overlay objects|{{arr|d}}]]}}. It is not necessary for the overlay object to share the same object name as the building, though doing so is certainly an acceptable shortcut.
 
As a special case, {{f|GuardRange|link}} can be used to facilitate faster wall construction.
 
===See also===
* {{f|FirestormWall|link}}
* {{f|LaserFencePost|link}}
* {{f|GuardRange|link}}
 
==Overlay objects==
{{Flag
|values={{Values|bool}}
|default=no
|types={{Categ|OverlayTypes}}
|ra=yes
|cs=yes
|am=yes
|ts=yes
|fs=yes
|ets=yes
|ra2=yes
|yr=yes
|ares=yes
}}
 
This flag determines whether or not an [[OverlayTypes|overlay object]] should have special logic classifying it as a wall.
 
An overlay object with {{f|Wall|yes}} and can be damaged by [[Warheads|warheads]] in the following ways:
{| cellpadding="4" class="table_descrow"
!Flag on warhead
!Result on overlay object
|-
|{{f|Wood|yes|link}}
|Damage, but only if overlay object has {{f|Armor|wood|link}}
|-
|{{f|Wall|yes}}{{sup|[[#Warheads|{{arr|d}}]]}}
|Damage, regardless of {{f|Armor}}
|-
|{{f|WallAbsoluteDestroyer|yes|link}}
|Instant destruction, regardless of the damage dealt
|}
Combinations of these flags results in the most inclusive case.
 
=== {{W}} Remap Bug ===
Although wall overlay can use [[remap]], such overlay are always rendered in the [[house]] color of the current player instead of using the color of the wall’s actual owner. For {{yr}}, this is fixed in [https://ares-developers.github.io/Ares-docs/bugfixes/type2/remappablewalls.html Ares version 0.2].
 
==Warheads==
{{Flag
|values={{Values|bool}}
|default=no
|types={{Categ|Warheads}}
|ra=yes
|cs=yes
|am=yes
|ts=yes
|fs=yes
|ets=yes
|ra2=yes
|yr=yes
|ares=yes
}}
 
This flag determines whether or not a [[Warheads|warhead]] can inflict damage on [[OverlayTypes|overlay objects]] with {{f|Wall|yes}}{{sup|[[#Overlay objects|{{arr|u}}]]}} as well as bridges (provided that {{sl|SpecialFlags|DestroyableBridges|yes}}) and ice.
 
===See also===
* {{f|Wood|link}}
* {{f|WallAbsoluteDestroyer|link}}
 
[[Category:Bugs and Errors]]

Latest revision as of 11:48, 24 March 2023

Buildings

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: Wall
File(s): rules(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: no
Applicable to: BuildingTypes


This flag determines whether or not a building should have special wall construction logic, which will convert it to overlay object when it is created.

In order for this logic to work as desired—and not throw an IE—it is necessary for the building's corresponding Art(md).ini entry to have ToOverlay set to a valid overlay object with Wall=yes. It is not necessary for the overlay object to share the same object name as the building, though doing so is certainly an acceptable shortcut.

As a special case, GuardRange can be used to facilitate faster wall construction.

See also

Overlay objects

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: Wall
File(s): rules(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: no
Applicable to: OverlayTypes


This flag determines whether or not an overlay object should have special logic classifying it as a wall.

An overlay object with Wall=yes and can be damaged by warheads in the following ways:

Flag on warhead Result on overlay object
Wood=yes Damage, but only if overlay object has Armor=wood
Wall=yes Damage, regardless of Armor
WallAbsoluteDestroyer=yes Instant destruction, regardless of the damage dealt

Combinations of these flags results in the most inclusive case.

Remap Bug

Although wall overlay can use remap, such overlay are always rendered in the house color of the current player instead of using the color of the wall’s actual owner. For Yuri's Revenge, this is fixed in Ares version 0.2.

Warheads

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: Wall
File(s): rules(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: no
Applicable to: Warheads


This flag determines whether or not a warhead can inflict damage on overlay objects with Wall=yes as well as bridges (provided that [SpecialFlags]DestroyableBridges=yes) and ice.

See also