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|rp=yes
|rp=yes
}}
}}
{{HorizontalBar|Although this flag is parsed on all object types, it only works properly on [[SHP]] art.}}
{{HorizontalBar|Although this flag is parsed on all object types, it only works properly on [[SHP]] art.}}


Specifies if an alternate [[image]] should be loaded for the object based on the map's [[theatres|theatre]]. If this is set, the game will discard the {{Tt|SHP}} extension of the filename and use the same extension this theatre's terrain tiles use. The characters used for each theatre can be found on the [[Theatres]] page.
Specifies if an alternate [[image]] should be loaded for the object based on the map's [[theatres|theatre]]. If this is set, the game will discard the {{Tt|SHP}} extension of the filename and use the same extension this theatre's terrain tiles use. The characters used for each theatre can be found on the [[Theatres]] page.


The Theater=yes tag essentially hardcodes the object to be [[TerrainTypes]]. Tiberium can spawn and grow in their [[Foundation]] range, and they can use the relevant [[SpawnsTiberium]], [[IsAnimated]], [[AnimationRate]], and [[AnimationProbability]] associated with spawning tiberium. Furthermore, the game regards them as a 'tree' in terms of pathfinding such that the area in their [[Foundation]] range becomes unbuildable and impassable to vehicles, but infantry can pass through them. If the relevant tags [[TemperateOccupationBits]]=/[[SnowOccupationBits]] are set to high numbers like 7, the infantry will have a hard time leaving the 'tree' area, and if they are low numbers like 0 the infantry will move freely through. Objects with Theater=yes will furthermore not accept most art tags such as [[ActiveAnim]]= or [[Palette]]=
In {{ra2}}/{{yr}}, {{f|Theater|yes}} essentially hardcodes the object to be a [[TerrainTypes|terrain object]]. Ore can spawn and grow in their [[Foundation]] range, and they can use the relevant {{f|SpawnsTiberium|link}}, {{f|IsAnimated|link}}, {{f|AnimationRate|link}}, and {{f|AnimationProbability|link}} flags associated with spawning ore. Furthermore, the game regards them as a 'tree' in terms of pathfinding such that the area in their [[foundation]] range becomes unbuildable and impassable to vehicles, but infantry can pass through them. Flags controlling infantry movement through the object, {{f|TemperateOccupationBits|link}}/{{f|SnowOccupationBits|link}}, apply. Objects with {{f|Theater|yes}} will furthermore not accept most art flags such as {{f|ActiveAnim|link}} or {{f|Palette|link}}.
 
<h1><center>== ===On Map=== ==</center></h1>
Specifies how this map uses the [[Theatres]] pattern, which allows you to change your current theater to the map you want, for example you can change the snow map to a '''Temperate''' map without creating a new map (There's only a '''50%''' chance. that can be done Because some maps don't support doing this).<br>Examples of use:<br>
'''[Map]'''<br>
'''Theater=NEWURBAN'''<br>[[File:Hill Between(Original).png]] '''Hill Between(Original)''' [[File:Hill Between(NEWURBAN).png]] '''(Hill Between(NEWURBAN)'''
 
==Note==
Even though it states that this tag can be used with [[InfantryTypes]] Yes, but when I tried it, it didn't work.

Latest revision as of 08:24, 14 October 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: Theater
File(s): art(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: no
Applicable to: TechnoTypes: AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes
as well as ObjectTypes: Animations, Projectiles, TMPTiles, OverlayTypes, ParticleSystems, Particles, SmudgeTypes, TerrainTypes and VoxelAnimTypes


Although this flag is parsed on all object types, it only works properly on SHP art.

Specifies if an alternate image should be loaded for the object based on the map's theatre. If this is set, the game will discard the SHP extension of the filename and use the same extension this theatre's terrain tiles use. The characters used for each theatre can be found on the Theatres page.

In Red Alert 2/Yuri's Revenge, Theater=yes essentially hardcodes the object to be a terrain object. Ore can spawn and grow in their Foundation range, and they can use the relevant SpawnsTiberium, IsAnimated, AnimationRate, and AnimationProbability flags associated with spawning ore. Furthermore, the game regards them as a 'tree' in terms of pathfinding such that the area in their foundation range becomes unbuildable and impassable to vehicles, but infantry can pass through them. Flags controlling infantry movement through the object, TemperateOccupationBits/SnowOccupationBits, apply. Objects with Theater=yes will furthermore not accept most art flags such as ActiveAnim or Palette.

== ===On Map=== ==

Specifies how this map uses the Theatres pattern, which allows you to change your current theater to the map you want, for example you can change the snow map to a Temperate map without creating a new map (There's only a 50% chance. that can be done Because some maps don't support doing this).
Examples of use:
[Map]
Theater=NEWURBAN
Hill Between(Original) (Hill Between(NEWURBAN)

Note

Even though it states that this tag can be used with InfantryTypes Yes, but when I tried it, it didn't work.