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{{DeeZireInclusion}}<br />
{{Flag
Can be set to 'yes' or 'no' and determines whether or not this BuildingType is classed as a Firestorm Wall section, in other words it is a special case structure which is classed as an overlay section (thus can be moved across by units), has the special 'wall' rules applied to it (see the Wall= entry) and also that it has duplicate images within its SHP sequence which are displayed when triggered to do so (in Tiberian Sun it was triggered by activation of a Super Weapon with Type=Firestorm set although it is not known if this can be triggered in Red Alert 2).
|name={{PAGENAME}}
|files={{Categ|rules(md).ini}}
|types={{Categ|BuildingTypes}}
|values={{Values|floats}}
|default=no
|ts=yes
|fs=yes
|ra2=yes
|yr=yes
|ra2obsolete=yes
}}
 
Whether or not this {{tt|BuildingType}} is part of the Firestorm Defense system. Buildings can be placed like walls, connecting to each other over a distance, and changing their appearance depending on whether neighbouring cells also contain Firestorm Wall sections.
 
The Firestorm logic does not exist in {{ra2}} and {{yr}}, but this tag is still parsed. All functions related to activation are not available.
 
== Properties ==
 
Firestorm Wall sections have properties that change depending on whether the Firestorm Defense is active or not.
 
If the Firestorm is active, the Wall cannot be traversed by units, and units entering the wall section are destroyed using {{f|FirestormWarhead}} if they are {{f|IgnoresFirestorm|no|link}}. Otherwise the wall section behaves like an open gate.
 
Active Firestorm Wall sections burn {{f|IgnoresFirestorm|no|link}} projectiles targeting or traversing the wall. Ambient and spread damage is converted and reduces the charge of the super weapon. Inactive Wall sections take damage like normal buildings.
 
Only inactive Firestorm Wall sections can be sold.
 
== Frame order ==
 
The shape file for this building type is expected to have 64 frames followed by 64 shadow frames in this order: 16 for the inactive state, 16 for the damaged inactive state, 16 for the active state and another 16 for the damaged active state. The damaged frames are unused.
 
Each block of 16 images represent all possible combinations of neighbouring cells containing another Firestorm Wall to connect to. The connection points can be viewed as bits, so frame 0 connects to no other walls, 1 connects to the top-right neighbour, 2 connects to the bottom-right neighbour, 4 to the bottom-left and 8 to the top-left. Adding these values gives the frame number for that number of connections. For example, frame 12 is a corner connecting to the two upper neighbours.
 
== See also ==
* [[DamageToFirestormDamageCoefficient]]
* [[FirestormActiveAnim]]
* [[FirestormIdleAnim]]
* [[FirestormWarhead]]
* [[IgnoresFirestorm]]

Latest revision as of 21:07, 5 April 2015

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: FirestormWall
File(s): rules(md).ini
Values: Floating point values: Any decimal number (clearer range should be added in Template:Values).
Default: no
Applicable to: BuildingTypes

Logic related to FirestormWall, as a whole or in part, is obsolete in Red Alert 2 and/or Yuri's Revenge.



Whether or not this BuildingType is part of the Firestorm Defense system. Buildings can be placed like walls, connecting to each other over a distance, and changing their appearance depending on whether neighbouring cells also contain Firestorm Wall sections.

The Firestorm logic does not exist in Red Alert 2 and Yuri's Revenge, but this tag is still parsed. All functions related to activation are not available.

Properties

Firestorm Wall sections have properties that change depending on whether the Firestorm Defense is active or not.

If the Firestorm is active, the Wall cannot be traversed by units, and units entering the wall section are destroyed using FirestormWarhead if they are IgnoresFirestorm=no. Otherwise the wall section behaves like an open gate.

Active Firestorm Wall sections burn IgnoresFirestorm=no projectiles targeting or traversing the wall. Ambient and spread damage is converted and reduces the charge of the super weapon. Inactive Wall sections take damage like normal buildings.

Only inactive Firestorm Wall sections can be sold.

Frame order

The shape file for this building type is expected to have 64 frames followed by 64 shadow frames in this order: 16 for the inactive state, 16 for the damaged inactive state, 16 for the active state and another 16 for the damaged active state. The damaged frames are unused.

Each block of 16 images represent all possible combinations of neighbouring cells containing another Firestorm Wall to connect to. The connection points can be viewed as bits, so frame 0 connects to no other walls, 1 connects to the top-right neighbour, 2 connects to the bottom-right neighbour, 4 to the bottom-left and 8 to the top-left. Adding these values gives the frame number for that number of connections. For example, frame 12 is a corner connecting to the two upper neighbours.

See also