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Units (maps): Difference between revisions
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Created page with "{{WrongTitle|[Units]}} {{MappingBar}} This section lists all the VehicleTypes that should be preplaced on the map when the game starts. __TOC__ == Section == === <spa..." |
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[Units] | [Units] | ||
INDEX=OWNER,ID,HEALTH,X,Y,FACING,MISSION,TAG,VETERANCY,GROUP,HIGH,FOLLOWS_INDEX,AUTOCREATE_NO_RECRUITABLE,AUTOCREATE_YES_RECRUITABLE | |||
{| style="width: 80%" border=1 class="table_descrowdesccol" | {| style="width: 80%" border=1 class="table_descrowdesccol" | ||
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| If set, the VehicleType is spawned above ground level. Whether it is on ground or on bridge. | | If set, the VehicleType is spawned above ground level. Whether it is on ground or on bridge. | ||
|- | |- | ||
! {{Anchor| | ! {{Anchor|FOLLOWS_INDEX|ts}} | ||
| Index of the VehicleType to follow | | Index of the VehicleType to follow this VehicleType. This causes the follower unit to perfectly mirror the movement of the parent unit. Like in trains, the first carriage will follow the engine, the second carriage will follow the first carriage, and so on. | ||
In addition to movement, followers mirror the ownership of the parent unit: If the parent unit switches [[houses]], via a [[trigger]] or [[script]], the follower units automatically do so as well. | |||
|- | |- | ||
! {{Anchor|AUTOCREATE_NO_RECRUITABLE|ts}} | ! {{Anchor|AUTOCREATE_NO_RECRUITABLE|ts}} | ||
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|- | |- | ||
! style="width: 50px; text-align: center; " | 1 | ! style="width: 50px; text-align: center; " | 1 | ||
| Available for recruitment. If recruitment fails | | Available for recruitment. If recruitment of this pre-placed unit fails and AUTOCREATE_NO_RECRUITABLE is set to 0 then produce from factory. | ||
|} | |} | ||
Latest revision as of 12:51, 12 October 2022
This page should correctly be named "[Units]"; it is wrong due to technical restrictions.
This section lists all the VehicleTypes that should be preplaced on the map when the game starts.
Section
Tiberian Dawn
Red Alert, Counterstrike, Aftermath
Tiberian Sun, Firestorm, Red Alert 2, Yuri's Revenge
The [Units] section takes the following format:
[Units] INDEX=OWNER,ID,HEALTH,X,Y,FACING,MISSION,TAG,VETERANCY,GROUP,HIGH,FOLLOWS_INDEX,AUTOCREATE_NO_RECRUITABLE,AUTOCREATE_YES_RECRUITABLE
String | Meaning | ||||||
---|---|---|---|---|---|---|---|
Index | This is an index for the list. Any unique string without equals signs will do. | ||||||
Owner | The Name of the House who should receive this VehicleType. | ||||||
ID | The ID of this VehicleType. | ||||||
HEALTH | The amount of health this VehicleType has, expressed in 1/256ths of its total Strength=. (0-256) | ||||||
X | The X coordinate of the cell which this VehicleType should be placed in. | ||||||
Y | The Y coordinate of the cell which this VehicleType should be placed in. | ||||||
FACING | The 256-based facing of this VehicleType. 0 stands for game North (North East of the screen) and increasing numbers rotate clockwise. (0,32..256) | ||||||
MISSION | The Name of the Mission this VehicleType should be placed in. | ||||||
TAG | The ID of the Tag attached to this VehicleType, or <none> if no tag should be attached. | ||||||
VETERANCY | The veteran level of this VehicleType multiplied by 100 - 0 for 'rookie', 100 for 'Veteran', 200 for 'Elite'. Note that you can assign other values, e.g. if you assign 75 then the VehicleType will be created with 75/100ths of experience necessary for Veteran level already accumulated. (0/100/200/0-200) | ||||||
GROUP | The Group of this VehicleType. | ||||||
HIGH | If set, the VehicleType is spawned above ground level. Whether it is on ground or on bridge. | ||||||
FOLLOWS_INDEX | Index of the VehicleType to follow this VehicleType. This causes the follower unit to perfectly mirror the movement of the parent unit. Like in trains, the first carriage will follow the engine, the second carriage will follow the first carriage, and so on.
In addition to movement, followers mirror the ownership of the parent unit: If the parent unit switches houses, via a trigger or script, the follower units automatically do so as well. | ||||||
AUTOCREATE_NO_RECRUITABLE | When a TeamType has Autocreate=no, this VehicleType is
| ||||||
AUTOCREATE_YES_RECRUITABLE | When a TeamType has Autocreate=yes, this VehicleType is
|
See also: Autocreate