Range: Difference between revisions
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=== On Weapons === | |||
{{flag | |||
|values={{Values|float}} | |||
|special= -2 (see [[#Special values|{{arr|d}}]]) | |||
|default=? | |||
|types={{Categ|Weapon|Weapons}} | |||
|ra=yes | |||
|ts=yes | |||
|fs=yes | |||
|ets=yes | |||
|ra2=yes | |||
|yr=yes | |||
|rp=yes | |||
}} | |||
{{f|Range|link}} defines the distance (in cells) that a weapon's projectile can travel under normal conditions (aka the distance from the firing point to the impact point [in 3D, so it makes a difference for targets in different altitudes]), as well as the range between an object and its target at which that object will fire its weapon. For mobile objects, this means that they will approach their target until it is within range. | |||
It takes a positive floating point value as literal distance, and, starting with RA2, [[#Special values|-2]] as a special value. | |||
Mind that the travel range only applies to non-homing projectiles. Homing projectiles (those which have a positive {{f|ROT|link}} value) can follow their targets all over the map, unless they are tagged as {{f|Ranged|link}}. | |||
For [[BuildingTypes]], the range of the [[Secondary]] weapon will get ignored if it exceeds the range of the [[Primary]] weapon - in effect, this means that the Primary weapon determines the maximum range of a building. | |||
Keep in mind, that shrapnel weapon can't have range more, then max [[CellSpread]] value (videlicet, 11 for YR) because, likely, game can't understand in what direction weapon should spread. | |||
=== On SuperWeaponTypes === | |||
{{flag | |||
|values={{Values|float}} | |||
|special= -2 (see [[#Special values|{{arr|d}}]]) | |||
|default=? | |||
|types={{Categ|SuperWeaponTypes}} | |||
|yr=yes | |||
|rp=yes | |||
}} | |||
Specifies the radius (in cells) of the "area effect indicator" that is displayed when a player is targeting this Super Weapon. Note that this is just a visual effect, and doesn't actually influence the Super Weapon's area of effect. | |||
=== On Sounds === | |||
{{flag | |||
|files={{Categ|ini=sound}} | |||
|values={{Values|float}} | |||
|special= -2 (see [[#Special values|{{arr|d}}]]) | |||
|default=? | |||
|types={{Categ|Sounds}} | |||
|ts=yes | |||
|fs=yes | |||
|ets=yes | |||
|ra2=yes | |||
|yr=yes | |||
|rp=yes | |||
}} | |||
Some sounds should be heard by players regardless of their current screen position ("Kirov reporting", for example), while other sounds should only be heard within a certain radius from their point of origin (Machinegun impact sound, for example). In the second case, the Range= in the sound's section defines that radius. <br /> | |||
If you don't specify a Range= when a game is expecting it, it will default to the Range= value of the {{ini|sound}}'s {{Sl|Defaults}} section. | |||
See also the [[Type#sound%28md%29.ini|Type]]= and [[VShift]]= statements. | |||
==Note== | |||
*Too much <b>Range</b> such as <b>Range=1000</b> will affect the game speed(This problem does not occur when using <b>Range=-2</b>). | |||
== Special values == | |||
In ''Ra1/RA2/YR only'', {{f|Range|-2|link}} is a special value indicating infinite range.<br><b>Range=-2</b> has a problem with weapons with the tag {{f|DiskLaser|yes|link}} Those weapons cannot damage Any [[TechnoTypes]]. |
Latest revision as of 04:38, 29 September 2024
On Weapons
Flag: | Range |
File(s): | rules(md).ini |
Values: | Floating point values: Any decimal number (clearer range should be added in Template:Values). |
Special Values: | -2 (see ↓) |
Default: | ? |
Applicable to: | Weapons |
Range defines the distance (in cells) that a weapon's projectile can travel under normal conditions (aka the distance from the firing point to the impact point [in 3D, so it makes a difference for targets in different altitudes]), as well as the range between an object and its target at which that object will fire its weapon. For mobile objects, this means that they will approach their target until it is within range. It takes a positive floating point value as literal distance, and, starting with RA2, -2 as a special value.
Mind that the travel range only applies to non-homing projectiles. Homing projectiles (those which have a positive ROT value) can follow their targets all over the map, unless they are tagged as Ranged.
For BuildingTypes, the range of the Secondary weapon will get ignored if it exceeds the range of the Primary weapon - in effect, this means that the Primary weapon determines the maximum range of a building.
Keep in mind, that shrapnel weapon can't have range more, then max CellSpread value (videlicet, 11 for YR) because, likely, game can't understand in what direction weapon should spread.
On SuperWeaponTypes
Flag: | Range |
File(s): | rules(md).ini |
Values: | Floating point values: Any decimal number (clearer range should be added in Template:Values). |
Special Values: | -2 (see ↓) |
Default: | ? |
Applicable to: | SuperWeaponTypes |
Specifies the radius (in cells) of the "area effect indicator" that is displayed when a player is targeting this Super Weapon. Note that this is just a visual effect, and doesn't actually influence the Super Weapon's area of effect.
On Sounds
Flag: | Range |
File(s): | sound(md).ini |
Values: | Floating point values: Any decimal number (clearer range should be added in Template:Values). |
Special Values: | -2 (see ↓) |
Default: | ? |
Applicable to: | Sounds |
Some sounds should be heard by players regardless of their current screen position ("Kirov reporting", for example), while other sounds should only be heard within a certain radius from their point of origin (Machinegun impact sound, for example). In the second case, the Range= in the sound's section defines that radius.
If you don't specify a Range= when a game is expecting it, it will default to the Range= value of the sound(md).ini's [Defaults] section.
See also the Type= and VShift= statements.
Note
- Too much Range such as Range=1000 will affect the game speed(This problem does not occur when using Range=-2).
Special values
In Ra1/RA2/YR only, Range=-2 is a special value indicating infinite range.
Range=-2 has a problem with weapons with the tag DiskLaser=yes Those weapons cannot damage Any TechnoTypes.