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Difference between revisions of "Level"

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|ares=yes
 
|ares=yes
 
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Specifies the amount that the map's [[ambient]] lighting varies by elevation. Common values range between 0 to 0.05, with 0 meaning that the map's lighting is flat, i.e. elevation makes no difference. The higher the value, the more drastic the difference is between two [[height]] levels.
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{{Bugs}}
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*<font color="#570987">'''Psychic Dominator'''</font> Makes the newly defined '''Level''' value Default.<br>[[File:Psychic Dominator Reset Level value of Lighting.gif]]<br>
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But <font color="red">'''Nuclear missile'''</font>+<font color="lightblue">'''Lightning Storm'''</font> will restore the '''Level''' values that was made to disappear by <font color="#570987">'''Psychic Dominator'''</font>.<br>
  
Specifies the amount that the map's [[ambient]] lighting varies by elevation. Common values range between 0 to 0.05, with 0 meaning that the map's lighting is flat, i.e. elevation makes no difference. The higher the value, the more drastic the difference is between two [[height]] levels.
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if you don't have <font color="red">'''Nuclear missile'''</font>+<font color="lightblue">'''Lightning Storm'''</font> then you set the value[[DominatorLevel]] equal to the value '''Level''' that has been modified, such as<br>
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'''[Lighting]'''<br>
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'''Level=0.100000'''<br>
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'''DominatorLevel=0.100000'''<br>[[File:Level+DominatorLevel use the same value.gif]]
  
 
=== See Also ===
 
=== See Also ===
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* The straight path trajectory caused by this tag, and even the resulting projectile acceleration pattern, looks very similar to the projectile path caused by ROT=1. The Level tag might simulate a ROT of 0 to achieve its trajectory effect.
 
* The straight path trajectory caused by this tag, and even the resulting projectile acceleration pattern, looks very similar to the projectile path caused by ROT=1. The Level tag might simulate a ROT of 0 to achieve its trajectory effect.
 
** It also seems to make a homing projectile unable to turn by the amount its ROT would allow, further reinforcing the idea of a simulation of ROT=1.
 
** It also seems to make a homing projectile unable to turn by the amount its ROT would allow, further reinforcing the idea of a simulation of ROT=1.
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*[[PrimaryFireFLH]],[[SecondaryFireFLH]],[[ElitePrimaryFireFLH]],[[EliteSecondaryFireFLH]] Affects [[Projectiles]] that use the <b>Level=yes</b> tag.<br>[[File:FireFLH and Level.gif]]

Latest revision as of 10:50, 15 October 2024

On Map Lighting

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: Level
File(s): Maps
Values: Floating point values: Any decimal number (clearer range should be added in Template:Values).
Applicable to: Lighting


Specifies the amount that the map's ambient lighting varies by elevation. Common values range between 0 to 0.05, with 0 meaning that the map's lighting is flat, i.e. elevation makes no difference. The higher the value, the more drastic the difference is between two height levels.

Cc alert.png Bugs/Side-Effects/Unexpected Limitations

  • Psychic Dominator Makes the newly defined Level value Default.
    Psychic Dominator Reset Level value of Lighting.gif

But Nuclear missile+Lightning Storm will restore the Level values that was made to disappear by Psychic Dominator.

if you don't have Nuclear missile+Lightning Storm then you set the valueDominatorLevel equal to the value Level that has been modified, such as
[Lighting]
Level=0.100000
DominatorLevel=0.100000
Level+DominatorLevel use the same value.gif

See Also

On Projectiles

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: Level
File(s): Rules(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Applicable to: Projectiles

This entry was copied from DeeZire's Red Alert 2 and Yuris Revenge INI Editing Guide for the sake of completeness. As it is not our intention to rip off DeeZire's work, this article is subject to a re-write and update with the latest community knowledge.

For further information, please read Inclusion of The Guide.



Can be set to 'yes' or 'no' and according to commentary in rules(md).ini, its intention is to specify that the projectile in question simply travels in a straight line towards its target. However, what it actually does appear to do, in addition to causing the behaviour it claims (drawing the projectile flat on the ground, without the height deviation or arcing trajectory of shells and missiles), is causing the projectile to be unable to exist outside water and hence instantly expire when in a cell with a surface which is not water. It is hence not a working method to create straight-fire projectiles for anything that should be able to fire at targets on land.

Notes

  • It might also appear that the straight-line trajectory only overwrites the trajectory of ROT>0 missiles; it does not seem to have an effect on arcing projectiles. The expiration when outside water will apply to both projectile types however. This needs further testing.
  • The straight path trajectory caused by this tag, and even the resulting projectile acceleration pattern, looks very similar to the projectile path caused by ROT=1. The Level tag might simulate a ROT of 0 to achieve its trajectory effect.
    • It also seems to make a homing projectile unable to turn by the amount its ROT would allow, further reinforcing the idea of a simulation of ROT=1.
  • PrimaryFireFLH,SecondaryFireFLH,ElitePrimaryFireFLH,EliteSecondaryFireFLH Affects Projectiles that use the Level=yes tag.
    FireFLH and Level.gif