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Difference between revisions of "SpeedType"

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(The SpeedType "Creep" was missing)
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{{flag|values=special strings|default=<tt>Foot</tt> for InfantryTypes, <tt>Wheel</tt> for VehicleTypes, <tt>Winged</tt> for AircraftTypes and <tt>Float</tt> for BuildingTypes
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{{flag
|types=[[InfantryTypes]], [[VehicleTypes]], [[AircraftTypes]], [[BuildingTypes]] (to the same extent as [[Locomotors]] do)|ts=yes|fs=yes|ets=yes|ra2=yes|yr=yes|rp=yes}}
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|values=special strings
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|default={{f|Foot|link}} for InfantryTypes, {{f|Track|link}} or {{f|Wheel|link}} for VehicleTypes<ref>{{f|SpeedType|Track|link}} & {{f|SpeedType|Wheel|link}} are the defaults for [[VehicleTypes]]. Which one is used depends on the value of {{f|Crusher|link}}. If it's not set or set to 'no', {{f|Wheel|link}} is used. Otherwise {{f|Track|link}} is used.</ref>, {{f|Winged|link}} for AircraftTypes and {{f|Float|link}} for BuildingTypes
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|types=[[InfantryTypes]], [[VehicleTypes]], [[AircraftTypes]], [[BuildingTypes]] (to the same extent as [[Locomotors]] do)
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|ra=yes
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|cs=yes
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|am=yes
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|ts=yes
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|fs=yes
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|ets=yes
 +
|ra2=yes
 +
|yr=yes
 +
|rp=yes}}
  
SpeedType defines the way units move over certain [[terrain]] types. Looking at the rules, we see that each terrain type (Clear, Rough, Road, Tiberium, Water, etc.) has it's own section. Let's look at one:<br>
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'''{{f|SpeedType}}''' defines the way this [[UnitTypes|unit]] will move over different [[LandTypes|types of terrain]]. By default units with different SpeedTypes are affected differently by the same terrain. See [[LandTypes]] for more information.
  
<tt>
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All available SpeedTypes:
[Clear]<br>
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*Foot
Foot=100%<br>
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*Track
Track=100%<br>
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*Wheel
Wheel=100% <sup>[[#Notes|1]]</sup><br>
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*Float
Float=0%<br>
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*Winged
Hover=50%<br>
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*Hover<ref name="ts-only">added in {{ts}}</ref>
Amphibious=80%<br>
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*Amphibious<ref name="ts-only" />
FloatBeach=0%<br>
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*Creep<ref>added in {{fs}}, therefore {{tt|Creep}} is not available in {{ra2}} or {{yr}}</ref>
Buildable=yes<br>
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*FloatBeach<ref>added in {{ra2}}</ref>
Creep=100% <sup>[[#Notes|2]]</sup><br>
 
</tt>
 
  
The numbers indicate at what percent of it's Speed= can the unit with a certain <tt>SpeedType=</tt> move over this [[terrain]]. You see that units with <tt>SpeedType=Hover</tt>, for instance, can move only up to half their normal <tt>Speed=</tt> over this [[terrain]]. You can use percent over 100, it'll just revert to 100.<br>
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{{Bugs}}
  
Note that the AircraftType's default <tt>SpeedType=Winged</tt> will always result in 100 percet movement ability.<br>
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*Using '''SpeedType=Float''' on normal [[BuildingTypes]] This will allow you to build [[BuildingTypes]] in water '''(but not on land)'''.
<tt>Winged</tt> can not be modified in the terrain type's section (i.e. ''Winged=80%'' would not work).
 
  
The terrain type of a certain tile is set in the tile [[Tools#Terrain_editing|.tmp file]].<br>
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Even though [[BuildingTypes]] doesn't have '''{{f|Naval|yes|Linl}}'''
Terrain types<sup>[[#Notes|3]]</sup> are as follows:
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This does not apply to buildings that have '''{{f|WaterBound|no|Link}}'''
  
== Terrain Types ==
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== Notes ==
* Clear - Clear ground, no obstacles.
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*Note that the [[AircraftTypes]]' default {{f|SpeedType|Winged|link}} will always grant 100% movement ability over any terrain.
* Road - Dirt or paved roads.
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<references/>
* Rough - Rougher terrain such as rocky areas or thick grass. In RA2, this defaults to the same settings as Clear.
 
* Rock - rocks, trees, cliffs, anything impassable.
 
* Tiberium - areas covered in Ore/Gems/[[Tiberium]].
 
* Water - Water as in rivers or ocean areas.
 
* Railroad - Train tracks (Works in TS, in RA2 requires [[Terrain Expansion]] (aka TX)).
 
* Tunnel - Tunnel Entrance/Exit (Works in TS, in RA2 requires [[Terrain Expansion]] (aka TX)).
 
* Beach - The line where water and ground join.
 
* Weeds - Tiberium Veins (Works in TS, in RA2 it is not assigned to anything and can be used for new movement rules).
 
* Ice - Water gone cold (Works in TS, in RA2 it is not assigned to anything and can be used for new movement rules).
 
* Wall - duh, non-firestorm/non-laserfence walls.
 
 
 
=== Notes ===
 
<sup>1</sup> - <tt>SpeedType=Track</tt> is not used by any object ingame. So you can either restore it for it's original purpose (tracked vehicles) to  provide certain variation against standard vehicles (the vehicle locomotor defaults to SpeedType=Wheel) (see also [[Movement#Tracked_vs_Wheeled|Tracked vs Wheeled]]), or use it for something entirely unrelated, like a class of vehicles that can't go over [[tiberium]] for whatever reason.<br>
 
<sup>2</sup> - A new SpeedType is introduced in [[Firestorm]], called <tt>Creep</tt>. It is originally used only by the Cyborg Reaper.<br>
 
<sup>3</sup> - You can make [[OverlayTypes|overlays]] which, when placed, transform the ground (technically) to any type mentioned above. To do that, use the Land=<terrain type name> tag on the overlay rules coding.
 
 
 
According to Allied General, Track was originally used for trains.
 
  
 
[[Category:INI Flags]]
 
[[Category:INI Flags]]

Latest revision as of 06:47, 27 June 2024

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: SpeedType
File(s): rules(md).ini
Values: special strings
Default: Foot for InfantryTypes, Track or Wheel for VehicleTypes[1], Winged for AircraftTypes and Float for BuildingTypes
Applicable to: InfantryTypes, VehicleTypes, AircraftTypes, BuildingTypes (to the same extent as Locomotors do)


SpeedType defines the way this unit will move over different types of terrain. By default units with different SpeedTypes are affected differently by the same terrain. See LandTypes for more information.

All available SpeedTypes:

  • Foot
  • Track
  • Wheel
  • Float
  • Winged
  • Hover[2]
  • Amphibious[2]
  • Creep[3]
  • FloatBeach[4]

Cc alert.png Bugs/Side-Effects/Unexpected Limitations

Even though BuildingTypes doesn't have Naval=yes This does not apply to buildings that have WaterBound=no

Notes

  1. SpeedType=Track & SpeedType=Wheel are the defaults for VehicleTypes. Which one is used depends on the value of Crusher. If it's not set or set to 'no', Wheel is used. Otherwise Track is used.
  2. 2.0 2.1 added in Tiberian Sun
  3. added in Firestorm, therefore Creep is not available in Red Alert 2 or Yuri's Revenge
  4. added in Red Alert 2