Speed: Difference between revisions
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|name={{PAGENAME}} | |name={{PAGENAME}} | ||
|files={{Categ|Rules(md).ini}} | |files={{Categ|Rules(md).ini}} | ||
|values= | |values={{Values|integer}} | ||
| | |default=0 | ||
|default= | |types={{Categ|JumpjetControls}}, {{Categ|InfantryTypes}}, {{Categ|VehicleTypes}}, {{Categ|AircraftTypes}}, {{Categ|Weapons}} | ||
|types={{Categ|JumpjetControls}}, {{Categ|InfantryTypes}}, {{Categ|VehicleTypes}}, {{Categ|AircraftTypes}}, {{Categ| | |||
|ra=yes | |ra=yes | ||
|cs=yes | |cs=yes | ||
Line 11: | Line 10: | ||
|ts=yes | |ts=yes | ||
|fs=yes | |fs=yes | ||
| | |hp=yes | ||
|ra2=yes | |ra2=yes | ||
|yr=yes | |yr=yes | ||
| | |ares=yes | ||
}} | }} | ||
== On Unit Types == | |||
Specifies the movement speed of this unit, subject to 'land characteristics' which can set different speed modifiers per [[SpeedType]], when passing over different [[LandTypes]]. | |||
The program calculates the actual speed using the formula <code>min( (min(Speed, 100) * 256 / 100), 255 )</code>. Starting from [[Phobos]] Build#45, the Speed parameter now supports floating-point values. | |||
=== On Infantry Types === | |||
Infantry units have their movement speed hard-coded to two-thirds of their original speed when crawling, and three-halves of their original speed when not crawling. | |||
== On | === On Vehicle Types === | ||
The VehicleType with {{f|Locomotor|Drive/Ship|link}} hard-coded has its speed reduced to three-quarters of the original when crippled | |||
== On | == On Weapons == | ||
Specifies the top speed a projectile will have after being fired, subject to [[Acceleration]] rate if present. This only works on projectiles with a [[ROT]] greater than 0. The value will also be ignored if the weapon is used as an [[AirburstWeapon]]. | |||
== [JumpJetControls] == | |||
Specifies the speed of units flying using the Jumpjet locomotor in {{ts}}. | Specifies the speed of units flying using the Jumpjet locomotor in {{ts}}. | ||
In {{ra2}} | In {{ra2}}, [[JumpJet]] units have to define [[JumpjetSpeed]] instead, as long as they use the correct [[Locomotor]], using the wrong one will fallback to using the <tt>Speed=</tt> value. | ||
== | == [Powerups] == | ||
<tt>Speed</tt> is used differently here, as it's a crate property chance, see: [[Powerups]]. | |||
{{Bugs}} | |||
While {{ra}} does not have explicit <tt>Locomotor</tt> settings, if any [[InfantryTypes|infantry]] has too high of a <tt>Speed=</tt> value, it will move erratically. This restriction is the same as <tt>Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}</tt>. |
Latest revision as of 20:30, 20 April 2025
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Flag: | Speed |
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: | JumpjetControls, InfantryTypes, VehicleTypes, AircraftTypes, Weapons |
On Unit Types
Specifies the movement speed of this unit, subject to 'land characteristics' which can set different speed modifiers per SpeedType, when passing over different LandTypes.
The program calculates the actual speed using the formula min( (min(Speed, 100) * 256 / 100), 255 )
. Starting from Phobos Build#45, the Speed parameter now supports floating-point values.
On Infantry Types
Infantry units have their movement speed hard-coded to two-thirds of their original speed when crawling, and three-halves of their original speed when not crawling.
On Vehicle Types
The VehicleType with Locomotor=Drive/Ship hard-coded has its speed reduced to three-quarters of the original when crippled
On Weapons
Specifies the top speed a projectile will have after being fired, subject to Acceleration rate if present. This only works on projectiles with a ROT greater than 0. The value will also be ignored if the weapon is used as an AirburstWeapon.
[JumpJetControls]
Specifies the speed of units flying using the Jumpjet locomotor in Tiberian Sun.
In Red Alert 2, JumpJet units have to define JumpjetSpeed instead, as long as they use the correct Locomotor, using the wrong one will fallback to using the Speed= value.
[Powerups]
Speed is used differently here, as it's a crate property chance, see: Powerups.
Bugs/Side-Effects/Unexpected Limitations
While Red Alert does not have explicit Locomotor settings, if any infantry has too high of a Speed= value, it will move erratically. This restriction is the same as Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}.