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{{DeeZireInclusion}}<br />
==On Tiberiums==
Specifies the number of cells that this type will strive to occupy when spreading if TiberiumSpreads=yes is set in the  [SpecialFlags] section of a map file (see the Map Editing Guide).
 
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{{Flag
Specifies the area of effect, in cells, of this warhead. This is measured from the point of impact outwards, in a circle. In effect, the warhead itself forms the epicenter of the explosion. NOTE: although parsed and valid, this does not get used in Red Alert 2 as it has been replaced with the CellSpread= logic instead which offers a greater degree of control. This tag was only kept to provide a benchmark for this new system.
|name={{PAGENAME}}
|files={{Categ|Rules(md).ini}}
|values={{values|unsigned integers}}
|types={{Categ|Tiberiums}}
|ts=yes
|fs=yes
|hp=yes
|ra2=yes
|yr=yes
|ares=yes
}}
Specifies the spread rate, in frames, of this [[Tiberiums|Tiberium/ore type]]. In other words, this flag determines the delay between each spread check. Once this many frames has passed, each [[OverlayTypes]] instance of this Tiberium type [[SpreadPercentage|will roll a dice]] to determine if they will actually spread. The global flag [[TiberiumSpreads]] can be used to disable spread for all Tiberium types for a particular game or map.
 
==On Warheads==
{{Flag
|name={{PAGENAME}}
|files={{Categ|Rules(md).ini}}
|values={{values|unsigned integer}}
|default=1
|types={{Categ|Warheads}}
|ra=yes
|cs=yes
|am=yes
|ts=yes
|fs=yes
|hp=yes
|ra2=yes
|yr=yes
|ra2obsolete=yes
}}
Specifies the radius, in pixels<ref>In {{ts}}, this is measured horizontally due to the pseudo-isometric perspective of the game.</ref>, of each damage falloff step of this warhead. This is measured from the point of impact outwards, in a circle. In effect, the warhead itself forms the epicenter of the explosion. [[File:ts_warhead_spread_map.png|thumb|frame|This illustration shows all damage falloff patterns in {{ts}}. On each step from the epicenter, damage is decreased by 50% from the previous step. Note the maximum area of effect and the four corner [[Cell Spots]] which are excluded from it.]]
 
==See Also==
* [[Damage calculation over area]] – for a more in-depth look at how damage falloff works.
* [[CellSpread]] – the successor to Spread in {{ra2}}.
 
===Notes===
<references/>

Latest revision as of 11:16, 24 April 2020

On Tiberiums

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: Spread
File(s): Rules(md).ini
Values: Unsigned integers: All non-negative whole numbers from 0 to either 32767, 2147483647 or 4294967295.
Applicable to: Tiberiums


Specifies the spread rate, in frames, of this Tiberium/ore type. In other words, this flag determines the delay between each spread check. Once this many frames has passed, each OverlayTypes instance of this Tiberium type will roll a dice to determine if they will actually spread. The global flag TiberiumSpreads can be used to disable spread for all Tiberium types for a particular game or map.

On Warheads

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: Spread
File(s): Rules(md).ini
Values: Unsigned integers: All non-negative whole numbers from 0 to either 32767, 2147483647 or 4294967295.
Default: 1
Applicable to: Warheads

Logic related to Spread, as a whole or in part, is obsolete in Red Alert 2 and/or Yuri's Revenge.



Specifies the radius, in pixels[1], of each damage falloff step of this warhead. This is measured from the point of impact outwards, in a circle. In effect, the warhead itself forms the epicenter of the explosion.
This illustration shows all damage falloff patterns in Tiberian Sun. On each step from the epicenter, damage is decreased by 50% from the previous step. Note the maximum area of effect and the four corner Cell Spots which are excluded from it.

See Also

Notes

  1. In Tiberian Sun, this is measured horizontally due to the pseudo-isometric perspective of the game.