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OccupyPip: Difference between revisions

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Vinifera7 (talk | contribs)
De-DZed. Another one bites the dust.
Changed the default value (personwhite was the default after the Pip Distortion bug happend). Link to the accepted values of Pip.
 
(One intermediate revision by one other user not shown)
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{{Flag
{{Flag
|values={{Values|strings|hardcoded values[[#Accepted values|{{sup|{{arr|d}}}}]]}}
|values={{Values|strings|hardcoded values[[#Accepted values|{{sup|{{arr|d}}}}]]}}
|default=personwhite
|default=persongreen
|types={{Categ|InfantryTypes}}
|types={{Categ|InfantryTypes}}
|yr=yes
|yr=yes
}}
}}


This flag specifies the graphical representation to use for an [[InfantryTypes|infantry]] garrisoned within a [[BuildingTypes|building]] with {{f|CanBeOccupied|yes|link}} and {{f|MaxNumberOccupants|link}} set to a positive integer greater than 0. These types of special graphics are referred to as "pips".
This flag specifies the graphical representation to use for an [[InfantryTypes|infantry]] garrisoned within a [[BuildingTypes|building]] with {{f|CanBeOccupied|yes|link}} and {{f|MaxNumberOccupants|link}} set to a positive [[Help:Values#Integers|integer]] greater than 0. These types of special graphics are referred to as "pips".


Each value for {{f|OccupyPip|link}} denotes a specific frame of ''pips.shp'' to use for the pip of a garrisoned infantry. Each infantry will only take up one occupant slot regardless of its {{f|Size|link}}.
Each value for {{f|OccupyPip|link}} denotes a specific frame of ''pips.shp'' to use for the pip of a garrisoned infantry. Each infantry will only take up one occupant slot regardless of its {{f|Size|link}}.


The pip graphic to use for an infantry loaded into a [[VehicleTypes|vehicle]] is specified by {{f|Pip|link}}.
==Accepted values==
See {{f|Pip#Accepted values|link}} for a list of accepted values. Usually, only the ones starting with ''person'' are used for the occupy pip.


==Accepted values==
==Hardcoded in Red Alert 2==
All values are case-insensitive. Any other values will simply be ignored and the default used instead.
{{NeedsTesting}}
 
{{Ra2}} without the {{Yr}} expansion does not have {{f|OccupyPip}} as an infantry-specific control on this pip display. Instead, players controlling any [[Countries|country]] listed under {{f|GDI|link}}{{fnl|1}} are hardcoded to use the eleventh frame of ''pips.shp'' for garrisoned infantry. {{f|Nod|link}}{{fnl|1}} countries use the tenth frame instead. All other countries use the ninth frame.
 
==Pips representing infantry in other applications==
* The pip graphic to use for an infantry loaded into a building with {{f|PipScale#Passengers|passengers|link}}, {{f|InfantryAbsorb|yes|link}}, and {{f|Passengers|link}} and {{f|SizeLimit|link}} each set to positive integers greater than or equal to the {{f|Size}} of the infantry, is always the fourth frame of ''pips.shp''. Each infantry will only take up one "passenger" slot regardless of its {{f|Size}}.


{| cellpadding="5" class="table_descrow"
* The pip graphic to use for an infantry loaded into a [[VehicleTypes|vehicle]] with {{f|PipScale|passengers}}, and {{f|Passengers}} and {{f|SizeLimit}} each set to positive integers greater than or equal to the {{f|Size}} of the infantry, is specified by {{f|Pip|link}}.
!Value
!Frame of ''pips.shp''
|-
|<code>persongreen</code>
|style="text-align:center;"|7
|-
|<code>personyellow</code>
|style="text-align:center;"|8
|-
|<code>personwhite</code>
|style="text-align:center;"|9
|-
|<code>personred</code>
|style="text-align:center;"|10
|-
|<code>personblue</code>
|style="text-align:center;"|11
|-
|<code>personpurple</code>
|style="text-align:center;"|12
|}


==See also==
==See also==
* {{f|Pip|link}}
* {{f|Pip|link}}
* [[Pip Distortion Bug]]
* [[Pip Distortion Bug]]
==Notes==
{{fn|1|Note that "GDI" and "Nod" are residual from the {{Ts}} [[engine]] and are treated as the Allied and Soviet sides respectively in {{Ra2}}.}}

Latest revision as of 17:48, 13 April 2013

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: OccupyPip
File(s): rules(md).ini
Values: Strings: Normal text. (Limited to: hardcoded values)
Default: persongreen
Applicable to: InfantryTypes


This flag specifies the graphical representation to use for an infantry garrisoned within a building with CanBeOccupied=yes and MaxNumberOccupants set to a positive integer greater than 0. These types of special graphics are referred to as "pips".

Each value for OccupyPip denotes a specific frame of pips.shp to use for the pip of a garrisoned infantry. Each infantry will only take up one occupant slot regardless of its Size.

Accepted values

See Pip for a list of accepted values. Usually, only the ones starting with person are used for the occupy pip.

Hardcoded in Red Alert 2

This needs testing
The following section contains information that has not been personally confirmed by the revision's author; readers are encouraged to test it themselves and update the section accordingly.


Red Alert 2 without the Yuri's Revenge expansion does not have OccupyPip as an infantry-specific control on this pip display. Instead, players controlling any country listed under GDI1 are hardcoded to use the eleventh frame of pips.shp for garrisoned infantry. Nod1 countries use the tenth frame instead. All other countries use the ninth frame.

Pips representing infantry in other applications

  • The pip graphic to use for an infantry loaded into a building with PipScale=passengers, InfantryAbsorb=yes, and Passengers and SizeLimit each set to positive integers greater than or equal to the Size of the infantry, is always the fourth frame of pips.shp. Each infantry will only take up one "passenger" slot regardless of its Size.
  • The pip graphic to use for an infantry loaded into a vehicle with PipScale=passengers, and Passengers and SizeLimit each set to positive integers greater than or equal to the Size of the infantry, is specified by Pip.

See also

Notes

1 Note that "GDI" and "Nod" are residual from the Tiberian Sun engine and are treated as the Allied and Soviet sides respectively in Red Alert 2.