ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.
RepairStep: Difference between revisions
Jump to navigation
Jump to search
EvilRenegade (talk | contribs) m Replacing Template:TTL with Template:F. |
added info about RepairRate>Strength crash |
||
Line 3: | Line 3: | ||
|files={{Categ|Rules(md).ini}} | |files={{Categ|Rules(md).ini}} | ||
|values={{Values|unsigned integers}} | |values={{Values|unsigned integers}} | ||
|default= | |default=5 | ||
|types={{Categ|General}} | |types={{Categ|General}} | ||
|ts=yes | |ts=yes | ||
Line 18: | Line 18: | ||
* Every {{tt|[[TiberiumHeal#For_.5BGeneral.5D|TiberiumHeal]]}}{{Fnl|1}} minutes for [[VehicleTypes]] and [[AircraftTypes]] with {{tt|[[TiberiumHeal#For_InfantryTypes.2C_VehicleTypes.2C_and_AircraftTypes|TiberiumHeal{{equal}}yes]]}} that are positioned above [[OverlayTypes]] with {{tt|[[Tiberium_%28INI_flag%29|Tiberium{{equal}}yes]]}}. | * Every {{tt|[[TiberiumHeal#For_.5BGeneral.5D|TiberiumHeal]]}}{{Fnl|1}} minutes for [[VehicleTypes]] and [[AircraftTypes]] with {{tt|[[TiberiumHeal#For_InfantryTypes.2C_VehicleTypes.2C_and_AircraftTypes|TiberiumHeal{{equal}}yes]]}} that are positioned above [[OverlayTypes]] with {{tt|[[Tiberium_%28INI_flag%29|Tiberium{{equal}}yes]]}}. | ||
{{bugs}} | |||
If an object gets damaged, but not killed, and this value is higher than its [[Strength]], then the game will crash once repair starts. This applies all types of repair that make use of the {{tt|RepairStep}} tag. | |||
==Footnotes== | ==Footnotes== | ||
{{Fn|1|Note that TiberiumHeal is only parsed in {{Ts}} and will not have any effect in {{Ra2}}.}} | {{Fn|1|Note that TiberiumHeal is only parsed in {{Ts}} and will not have any effect in {{Ra2}}.}} |
Latest revision as of 11:20, 13 January 2015
Flag: | RepairStep |
File(s): | Rules(md).ini |
Values: | Unsigned integers: All non-negative whole numbers from 0 to either 32767, 2147483647 or 4294967295. |
Default: | 5 |
Applicable to: | General |
RepairStep specifies the number of hitpoints that are recovered:
- Every RepairRate minutes for BuildingTypes being repaired using a gameplay function (the "wrench" tool).
- Every URepairRate minutes for VehicleTypes and AircraftTypes being repaired by a BuildingType with UnitRepair=yes.
- Every TiberiumHeal1 minutes for VehicleTypes and AircraftTypes with TiberiumHeal=yes that are positioned above OverlayTypes with Tiberium=yes.
Bugs/Side-Effects/Unexpected Limitations
If an object gets damaged, but not killed, and this value is higher than its Strength, then the game will crash once repair starts. This applies all types of repair that make use of the RepairStep tag.
Footnotes
1 ↑ Note that TiberiumHeal is only parsed in Tiberian Sun and will not have any effect in Red Alert 2.