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m Bah, missed this. -_- (Fixed Notes header level.)
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{{flag|values=special strings|default={{f|Foot|link}} for InfantryTypes, {{f|Wheel|link}} for VehicleTypes, {{f|Winged|link}} for AircraftTypes and {{f|Float|link}} for BuildingTypes
{{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}}
|values=special strings
|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
|types=[[InfantryTypes]], [[VehicleTypes]], [[AircraftTypes]], [[BuildingTypes]] (to the same extent as [[Locomotors]] do)
|ra=yes
|cs=yes
|am=yes
|ts=yes
|fs=yes
|ets=yes
|ra2=yes
|yr=yes
|rp=yes}}


'''{{f|SpeedType}}''' defines the way units move over certain terrain types. Each terrain type (Clear, Rough, Road, Tiberium, Water, etc.) has it's own section, setting up its defining characteristics:
'''{{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.
[Clear]
Foot=100%
Track=100% <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>
Wheel=100%
Float=0% <ref>If value of {{f|Float|link}} {{f|SpeedType|link}} is above 0%, the terrain type is also affected by {{f|WaterBound|link}}.</ref>
Hover=50%
Amphibious=80%
FloatBeach=0%
Buildable=yes
Creep=100% <ref>A new SpeedType is introduced in [[Firestorm]], called {{f|Creep|link}}. It is originally used only by the Cyborg Reaper.</ref>
The numbers indicate at what percent of it's Speed= can the unit with a certain {{f|SpeedType|link}} move over this terrain. You see that units with {{f|SpeedType|Hover|link}}, for instance, can move only up to half their normal {{f|Speed|link}} over this [[terrain]]. You can use percent over 100, it'll just revert to 100.


Note that the AircraftType's default {{f|SpeedType|Winged|link}} will always result in 100 percet movement ability.<br>
All available SpeedTypes:
{{f|Winged|link}} can not be modified in the terrain type's section (i.e. ''Winged=80%'' would not work).
*Foot
*Track
*Wheel
*Float
*Winged
*Hover<ref name="ts-only">added in {{ts}}</ref>
*Amphibious<ref name="ts-only" />
*Creep<ref>added in {{fs}}, therefore {{tt|Creep}} is not available in {{ra2}} or {{yr}}</ref>
*FloatBeach<ref>added in {{ra2}}</ref>


The terrain type of a certain tile is set in the tile [[Tools#Terrain_editing|.tmp file]].<br>
{{Bugs}}
Terrain types<ref>You can make [[OverlayTypes|overlays]] which, when placed, transform the ground (technically) to any type mentioned above. To do that, use the {{f|Land|<terrain type name>|link}} tag on the overlay rules coding.</ref> are as follows:


== Terrain Types ==
*Using '''SpeedType=Float''' on normal [[BuildingTypes]] This will allow you to build [[BuildingTypes]] in water '''(but not on land)'''.
{| cellpadding="4" class="table_descrow"
! INI Name
! Usage
|-
| Clear
| Clear ground, no obstacles.
|-
| Road
| Dirt or paved roads.
|-
| 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
| non-firestorm/non-laserfence walls.
|-
|}


Even though [[BuildingTypes]] doesn't have '''{{f|Naval|yes|Linl}}'''
This does not apply to buildings that have '''{{f|WaterBound|no|Link}}'''


== Notes ==
== Notes ==
*Note that the [[AircraftTypes]]' default {{f|SpeedType|Winged|link}} will always grant 100% movement ability over any terrain.
<references/>
<references/>



Latest revision as of 05:47, 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]

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