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{{WrongTitle|[Infantry]}}
{{WrongTitle|[Infantry]}}


{{SideBar|Map-specific INI sections|Template:Mapping}}
{{MappingBar}}


This section lists all the [[InfantryTypes]] that should be preplaced on the map when the game starts.
This section lists all the [[InfantryTypes]] that should be preplaced on the map when the game starts.


__TOC__
__TOC__
{{clr}}


== Section ==
== Section ==


=== [[TD]]/[[CO]] ===
=== <span id="td"></span>{{td}} ===


=== [[RA]]/[[CS]]/[[AM]] ===
=== <span id="ra"></span>{{ra}}, {{cs}}, {{am}} ===


=== [[TS]]/[[FS]]/[[RA2]]/[[YR]] ===
=== <span id="ts"></span><span id="ra2"></span><span id="yr"></span>{{ts}}, {{fs}}, {{ra2}}, {{yr}} ===


The [{{Tt|Infantry}}] section takes the following format:
The [{{Tt|Infantry}}] section takes the following format:


  [Infantry]
  [Infantry]
  Index=OWNER,ID,HEALTH_PERCENT,X,Y,SUB_CELL,MISSION,FACING,TAG,VETERANCY,GROUP,HIGH,RECRUITABLE_A,RECRUITABLE_B
  INDEX=OWNER,ID,HEALTH,X,Y,SUB_CELL,MISSION,FACING,TAG,VETERANCY,GROUP,HIGH,AUTOCREATE_NO_RECRUITABLE,AUTOCREATE_YES_RECRUITABLE


{| style="width: 80%" border=1 class="table_descrowdesccol"
{| style="width: 80%" border=1 class="table_descrowdesccol"
Line 26: Line 25:
! Meaning
! Meaning
|-
|-
! {{Anchor|Index|ts}}
! {{Anchor|INDEX|ts}}
| This is an index into the list. Not processed, so any string without equals signs will do.
| This is an index for the list. Any unique string without equals signs will do.
|-
|-
! {{Anchor|Owner|ts}}
! {{Anchor|OWNER|ts}}
| The Name of the House who should receive this InfantryType.
| The Name of the House who should receive this InfantryType.
|-
|-
Line 35: Line 34:
| The ID of this InfantryType.
| The ID of this InfantryType.
|-
|-
! {{Anchor|HEALTH_PERCENT|ts}}
! {{Anchor|HEALTH|ts}}
| The amount of health this InfantryType has, expressed in 1/256ths of its total Strength=.
| The amount of health this InfantryType has, expressed in 1/256ths of its total Strength=. (0-256)
|-
|-
! {{Anchor|X|ts}}
! {{Anchor|X|ts}}
Line 45: Line 44:
|-
|-
! {{Anchor|SUB_CELL|ts}}
! {{Anchor|SUB_CELL|ts}}
| The sub-cell of this cell which the InfantryType should be placed in. Should be in the range [0..4].
| The [[Cell_Spots|sub-cell]] of this cell which the InfantryType should be placed in. Should be in the range (2-4).
|-
|-
! {{Anchor|MISSION|ts}}
! {{Anchor|MISSION|ts}}
Line 51: Line 50:
|-
|-
! {{Anchor|FACING|ts}}
! {{Anchor|FACING|ts}}
| The 256-based facing of this InfantryType. 0 stands for game North (North East of the screen) and increasing numbers rotate clockwise.
| The 256-based facing of this InfantryType. 0 stands for game North (North East of the screen) and increasing numbers rotate clockwise. (0,32..256)
|-
|-
! {{Anchor|TAG|ts}}
! {{Anchor|TAG|ts}}
| The ID of the [[Maps/Tags|Tag]] attached to this InfantryType, or {{Tt|<none>}} if no tag should be attached.
| The ID of the [[Tags|Tag]] attached to this InfantryType, or {{Tt|<none>}} if no tag should be attached.
|-
|-
! {{Anchor|VETERANCY|ts}}
! {{Anchor|VETERANCY|ts}}
| The veteran level of this InfantryType multiplied by 100 - 0 for 'rookie', 100 for 'Veteran', 200 for 'Elite'. Note that you can assign other values, e.g. if you assign 75 then the InfantryType will be created with 75/100ths of experience necessary for Veteran level already accumulated.
| The veteran level of this InfantryType multiplied by 100 - 0 for 'rookie', 100 for 'Veteran', 200 for 'Elite'. Note that you can assign other values, e.g. if you assign 75 then the InfantryType will be created with 75/100ths of experience necessary for Veteran level already accumulated. (0/100/200/0-200)
|-
|-
! {{Anchor|GROUP|ts}}
! {{Anchor|GROUP|ts}}
| The [[AI/TaskForces/Group|Group]] of this InfantryType.
| The [[Group]] of this InfantryType.
|-
|-
! {{Anchor|HIGH|ts}}
! {{Anchor|HIGH|ts}}
| If set, the InfantryType is spawned above ground level. (Needs more information.)
| If set, the InfantryType is spawned above ground level. Whether it is on ground or on bridge.
|-
|-
! {{Anchor|RECRUITABLE_A|ts}}
! {{Anchor|AUTOCREATE_NO_RECRUITABLE|ts}}
| Is this InfantryType recruitable by AI for some purpose? {{Fnl|1}}
| When a TeamType has Autocreate=no, this InfantryType is
 
{| style="margin-left: 50px;" border=1 class='table_descrowdesccol'
|+ Possible values
! style="width: 50px; text-align: center; " | Value
! Meaning
|-
! style="width: 50px; text-align: center; " | 0
| Not available for recruitment.
|-
|-
! {{Anchor|RECRUITABLE_B|ts}}
! style="width: 50px; text-align: center; " | 1
| Is this InfantryType recruitable by AI for some purpose? {{Fnl|1}}
| Available for recruitment. If recruitment fails, don't produce from factory.
|}
|}


=== Notes ===
|-
{{Fn|1|The two purposes seem inverse: one function will refuse to recruit a unit if the following condition doesn't hold: <pre> (Unit->Recruitable_a || Team->Autocreate) && (Unit->Recruitable_b || !Team->Autocreate)</pre>, aside from that they both are used by mostly the same functions, needs more info.}}
! {{Anchor|AUTOCREATE_YES_RECRUITABLE|ts}}
| When a TeamType has Autocreate=yes, this InfantryType is
 
{| style="margin-left: 50px;" border=1 class='table_descrowdesccol'
|+ Possible values
! style="width: 50px; text-align: center; " | Value
! Meaning
|-
! style="width: 50px; text-align: center; " | 0
| Not available for recruitment.
|-
! style="width: 50px; text-align: center; " | 1
| Available for recruitment. If recruitment of this pre-placed infantry fails and AUTOCREATE_NO_RECRUITABLE is set to 0 then produce from factory.
|}
 
|}
 
See also: [[Autocreate]]
 
[[Category:Map Information]]

Latest revision as of 22:03, 23 June 2019

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



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

Section

Tiberian Dawn

Red Alert, Counterstrike, Aftermath

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

The [Infantry] section takes the following format:

[Infantry]
INDEX=OWNER,ID,HEALTH,X,Y,SUB_CELL,MISSION,FACING,TAG,VETERANCY,GROUP,HIGH,AUTOCREATE_NO_RECRUITABLE,AUTOCREATE_YES_RECRUITABLE
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 InfantryType.
ID The ID of this InfantryType.
HEALTH The amount of health this InfantryType has, expressed in 1/256ths of its total Strength=. (0-256)
X The X coordinate of the cell which this InfantryType should be placed in.
Y The Y coordinate of the cell which this InfantryType should be placed in.
SUB_CELL The sub-cell of this cell which the InfantryType should be placed in. Should be in the range (2-4).
MISSION The Name of the Mission this InfantryType should be placed in.
FACING The 256-based facing of this InfantryType. 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 InfantryType, or <none> if no tag should be attached.
VETERANCY The veteran level of this InfantryType multiplied by 100 - 0 for 'rookie', 100 for 'Veteran', 200 for 'Elite'. Note that you can assign other values, e.g. if you assign 75 then the InfantryType will be created with 75/100ths of experience necessary for Veteran level already accumulated. (0/100/200/0-200)
GROUP The Group of this InfantryType.
HIGH If set, the InfantryType is spawned above ground level. Whether it is on ground or on bridge.
AUTOCREATE_NO_RECRUITABLE When a TeamType has Autocreate=no, this InfantryType is
Possible values
Value Meaning
0 Not available for recruitment.
1 Available for recruitment. If recruitment fails, don't produce from factory.
AUTOCREATE_YES_RECRUITABLE When a TeamType has Autocreate=yes, this InfantryType is
Possible values
Value Meaning
0 Not available for recruitment.
1 Available for recruitment. If recruitment of this pre-placed infantry fails and AUTOCREATE_NO_RECRUITABLE is set to 0 then produce from factory.

See also: Autocreate