Wall: Difference between revisions
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|ts=yes | |ts=yes | ||
|fs=yes | |fs=yes | ||
| | |hp=yes | ||
|ra2=yes | |ra2=yes | ||
|yr=yes | |yr=yes | ||
|ares=yes | |||
}} | }} | ||
This flag determines whether or not a [[BuildingTypes|building]] should have special wall construction logic, which will convert it to [[OverlayTypes|overlay object]] when it is created. | This flag determines whether or not a [[BuildingTypes|building]] should have special wall construction logic, which will convert it to [[OverlayTypes|overlay object]] when it is created. | ||
In order for this logic to work as desired | In order for this logic to work as desired without throwing an [[Internal Error]], it is necessary for the building's corresponding {{ini|art}} entry to have {{f|ToOverlay|link}} set to a valid overlay object with {{f|Wall|yes|link}}. It is not necessary for the overlay object to share the same object name as the building, though doing so is certainly an acceptable shortcut. | ||
As a special case, {{f|GuardRange|link}} can be used to facilitate faster wall construction. | As a special case, {{f|GuardRange|link}} can be used to facilitate faster wall construction. | ||
==See Also== | |||
[[FirestormWall]] | |||
[[LaserFencePost]] | |||
[[GuardRange]] | |||
== | ==Overlays== | ||
{{Flag | {{Flag | ||
|values={{Values|bool}} | |values={{Values|bool}} | ||
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|ts=yes | |ts=yes | ||
|fs=yes | |fs=yes | ||
| | |hp=yes | ||
|ra2=yes | |ra2=yes | ||
|yr=yes | |yr=yes | ||
|ares=yes | |||
}} | }} | ||
This flag determines whether or not an [[OverlayTypes|overlay object]] should have special logic classifying it as a wall. | This flag determines whether or not an [[OverlayTypes|overlay object]] should have special logic classifying it as a wall. | ||
An overlay object with {{f|Wall|yes}} and can be damaged by [[Warheads|warheads]] in the following ways: | An overlay object with {{f|Wall|yes}} and can be damaged by [[Warheads|warheads]] in the following ways: | ||
{| | {| class="wikitable" | ||
! | ! On Warhead !! Result To Overlay | ||
!Result | |||
|- | |- | ||
|{{f|Wood|yes | | {{f|Wood|yes}} || Damage, but only if overlay object has {{f|Armor|wood|link}} | ||
|Damage, but only if overlay object has {{f|Armor|wood|link}} | |||
|- | |- | ||
|{{f|Wall|yes}} | | {{f|Wall|yes}} || Damage, regardless of {{f|Armor}} | ||
| | |- | ||
| {{f|WallAbsoluteDestroyer|yes}} || Instant destruction, regardless of the damage dealt | |||
|- | |- | ||
|} | |} | ||
Combinations of these flags results in the most inclusive case. | Combinations of these flags results in the most inclusive case. | ||
{{bugs}} | |||
Although wall overlay can use [[remap]], such overlay are always rendered in the [[Houses|house]] color of the current player, instead of using the color of the player who built it. | |||
*This is fixed in Ares version 0.2, see: [https://ares-developers.github.io/Ares-docs/bugfixes/type2/remappablewalls.html | |||
==Warheads== | ==Warheads== | ||
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|ts=yes | |ts=yes | ||
|fs=yes | |fs=yes | ||
| | |hp=yes | ||
|ra2=yes | |ra2=yes | ||
|yr=yes | |yr=yes | ||
|ares=yes | |||
}} | }} | ||
This determines whether or not a [[Warheads|warhead]] can inflict damage on [[OverlayTypes|overlay objects]] with {{f|Wall|yes}}, as well as bridges (provided that {{sl|SpecialFlags|DestroyableBridges|yes}}) and ice. | |||
==See Also== | |||
[[Wood]] | |||
[[WallAbsoluteDestroyer]] | |||
[[Category:Bugs and Errors]] | |||
Latest revision as of 22:56, 22 April 2025
Buildings
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Flag: | Wall |
File(s): | rules(md).ini |
Values: | Boolean values: yes or no, true or false, 1 or 0 |
Default: | no |
Applicable to: | BuildingTypes |
This flag determines whether or not a building should have special wall construction logic, which will convert it to overlay object when it is created.
In order for this logic to work as desired without throwing an Internal Error, it is necessary for the building's corresponding art(md).ini entry to have ToOverlay set to a valid overlay object with Wall=yes. It is not necessary for the overlay object to share the same object name as the building, though doing so is certainly an acceptable shortcut.
As a special case, GuardRange can be used to facilitate faster wall construction.
See Also
Overlays
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Flag: | Wall |
File(s): | rules(md).ini |
Values: | Boolean values: yes or no, true or false, 1 or 0 |
Default: | no |
Applicable to: | OverlayTypes |
This flag determines whether or not an overlay object should have special logic classifying it as a wall.
An overlay object with Wall=yes and can be damaged by warheads in the following ways:
On Warhead | Result To Overlay |
---|---|
Wood=yes | Damage, but only if overlay object has Armor=wood |
Wall=yes | Damage, regardless of Armor |
WallAbsoluteDestroyer=yes | Instant destruction, regardless of the damage dealt |
Combinations of these flags results in the most inclusive case.
Bugs/Side-Effects/Unexpected Limitations
Although wall overlay can use remap, such overlay are always rendered in the house color of the current player, instead of using the color of the player who built it.
- This is fixed in Ares version 0.2, see: [https://ares-developers.github.io/Ares-docs/bugfixes/type2/remappablewalls.html
Warheads
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Flag: | Wall |
File(s): | rules(md).ini |
Values: | Boolean values: yes or no, true or false, 1 or 0 |
Default: | no |
Applicable to: | Warheads |
This determines whether or not a warhead can inflict damage on overlay objects with Wall=yes, as well as bridges (provided that [SpecialFlags]→DestroyableBridges=yes) and ice.