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{{DeeZireInclusion}}<br />
{{Flag
The speed of units which have JumpJet=yes assigned although this can be overridden in the units entry with the JumpjetSpeed= statement. Used by the locomotor CLSID.<br />
|name={{PAGENAME}}
==<br />
|files={{Categ|Rules(md).ini}}
Units Speed= upgraded by multiple of parameter 4.<br />
|values={{Values|integer}}
==<br />
|default=0
Determines the speed (rate of movement) of the InfantryType, VehicleType or AircraftType. Can be set on a scale of 0 - 100 with 0 being no movement and 100 being the maximum speed setting.
|types={{Categ|JumpjetControls}}, {{Categ|InfantryTypes}}, {{Categ|VehicleTypes}}, {{Categ|AircraftTypes}}, {{Categ|Weapons}}
|ra=yes
|cs=yes
|am=yes
|ts=yes
|fs=yes
|hp=yes
|ra2=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 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 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}}.
 
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

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: 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}.