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{{DeeZireInclusion}}<br />
{{WrongTitle|[{{PAGENAME}}]}}
This section comprises of a list, numbered starting at '1', of all the available types of 'overlay' in the game. Overlays are special iso-tile sized (i.e. they occupy one cell) features on the map with which other objects can interact in some way. These include Ore, Gems, Crates, Walls and other features. TIP: you can 'build' anything classed as an overlay by using the ToOverlay= tag in the ART file as long as you define the object as a structure and add it to both the [BuildingTypes] and [OverlayTypes] lists (see the ART.INI Guide). Each entry in the list must be defined with its own section in the RULES file, and below is a list of available tags that can be attached to an overlay type - unlike smudges, overlays are graphic objects that can thus affect the game state.
 
This section of [[Rules|rules(md).ini]] lists all OverlayTypes the game should be able to use. OverlayTypes not listed here cannot be accessed by the game - they don't exist.
 
=== Editing hardcoded elements ===
The list of OverlayTypes is entirely "[[hardcoded]]" in the exe. It is not recommended to remove any entries. You should only override existing entries with caution as certain entries have special behvaiour hooked up to them. An example are the bridge sections, sandbag walls, Allied wall and all tiberium entries.
 
The list can only hold up to 255 OverlayTypes entries.
 
== Applicable INI Flags ==
 
{{Applicable INI Flags}}
{{:AbstractTypes}}
{{:ObjectTypes}}
<onlyinclude>
{{Applicable INI Flags Header|OverlayTypes}}
|-
| {{Ini|Rules}} || Object's ID || {{f|Land|link}}  || LandType || 0 ||
|-
| {{Ini|Rules}} || Object's ID || {{f|Strength|link}}  || int || 1 ||
|-
| {{Ini|Rules}} || Object's ID || {{f|Wall|link}}  || boolean || 0 ||
|-
| {{Ini|Rules}} || Object's ID || {{f|Tiberium|link}}  || boolean || 0 ||
|-
| {{Ini|Rules}} || Object's ID || {{f|Crate|link}}  || boolean || 0 ||
|-
| {{Ini|Rules}} || Object's ID || {{f|CrateTrigger|link}}  || boolean || 0 ||
|-
| {{Ini|Rules}} || Object's ID || {{f|Explodes|link}}  || boolean || 0 ||
|-
| {{Ini|Rules}} || Object's ID || {{f|Overrides|link}}  || boolean || 0 ||
|-
| {{Ini|Rules}} || Object's ID || {{f|CellAnim|link}}  || Animation || 0 || +
|-
| {{Ini|Rules}} || Object's ID || {{f|DamageLevels|link}}  || int || 1 ||
|-
| {{Ini|Rules}} || Object's ID || {{f|RadarColor|link}}  || Color || {0;0;0} ||
|-
| {{Ini|Rules}} || Object's ID || {{f|NoUseLandTileType|link}}  || boolean || 1 ||
|-
| {{Ini|Rules}} || Object's ID || {{f|IsVeinholeMonster|link}}  || boolean || 0 ||
|-
| {{Ini|Rules}} || Object's ID || {{f|IsVeins|link}}  || boolean || 0 ||
|-
| {{Ini|Rules}} || Object's ID || {{f|ChainReaction|link}}  || boolean || 0 ||
|-
| {{Ini|Rules}} || Object's ID || {{f|DrawFlat|link}}  || boolean || 1 ||
|-
| {{Ini|Rules}} || Object's ID || {{f|IsARock|link}}  || boolean || 0 ||
|-
| {{Ini|Rules}} || Object's ID || {{f|IsRubble|link}}  || boolean || 0 ||
|}
</onlyinclude>
 
[[Category:{{PAGENAME}} Flags| ]]
[[Category:Rules(md).ini Sections]]
<!-- [[Category:General Editing Information]] -->

Latest revision as of 19:24, 11 March 2016

This page should correctly be named "[OverlayTypes]"; it is wrong due to technical restrictions.



This section of rules(md).ini lists all OverlayTypes the game should be able to use. OverlayTypes not listed here cannot be accessed by the game - they don't exist.

Editing hardcoded elements

The list of OverlayTypes is entirely "hardcoded" in the exe. It is not recommended to remove any entries. You should only override existing entries with caution as certain entries have special behvaiour hooked up to them. An example are the bridge sections, sandbag walls, Allied wall and all tiberium entries.

The list can only hold up to 255 OverlayTypes entries.

Applicable INI Flags

These tables show all INI flags applicable1 to OverlayTypes. The flags are grouped by the internal classes the flags are inherited from, and then listed in the order they are read in by the game. You can re-sort the rows by column values by clicking the arrow icons in the column headings. Each flag can be clicked to visit its page for detailed information.

Please note that this section is accurate only for Yuri's Revenge. All other C&C games use different sets of flags.

1 "Applicable" in this context means "read from the INI files". Certain flags listed here don't have any effect ingame , but they are read and in certain cases cause a crash if not present. Again, refer to each flag's individual page for detailed information.

AbstractTypes
INI File Section Key Value Type Default Value Adds to list
Rules(md).ini Object's ID Name string(48 symbols) ID
Rules(md).ini Object's ID UIName string(31 symbol) ""


ObjectTypes
INI File Section Key Value Type Default Value Adds to list
Rules(md).ini Object's ID Image string (31 symbol) Object's ID
Rules(md).ini Object's ID AlphaImage string (31 symbol) ""
Rules(md).ini Object's ID CrushSound Sound (128 symbols) ""
Rules(md).ini Object's ID AmbientSound Sound (128 symbols) ""
Rules(md).ini Object's ID Crushable boolean 0
Rules(md).ini Object's ID Bombable boolean 1
Rules(md).ini Object's ID NoSpawnAlt boolean 0
Rules(md).ini Object's ID AlternateArcticArt boolean 0
Rules(md).ini Object's ID RadarInvisible boolean 0
Rules(md).ini Object's ID Selectable boolean 1
Rules(md).ini Object's ID LegalTarget boolean 1
Rules(md).ini Object's ID Armor Armor 0
Rules(md).ini Object's ID Strength int 0
Rules(md).ini Object's ID Immune boolean 0
Rules(md).ini Object's ID Insignificant boolean 0
Rules(md).ini Object's ID HasRadialIndicator boolean 0
Rules(md).ini Object's ID RadialColor Color 0,0,0
Rules(md).ini Object's ID IgnoresFirestorm boolean 0
Art(md).ini Object's Image UseLineTrail boolean 0
Art(md).ini Object's Image LineTrailColor Color 0,0,0
Art(md).ini Object's Image LineTrailColorDecrement int 16
Art(md).ini Object's Image Theater boolean 0
Art(md).ini Object's Image NewTheater boolean 0
Art(md).ini Object's Image Voxel boolean 0


OverlayTypes
INI File Section Key Value Type Default Value Adds to list
Rules(md).ini Object's ID Land LandType 0
Rules(md).ini Object's ID Strength int 1
Rules(md).ini Object's ID Wall boolean 0
Rules(md).ini Object's ID Tiberium boolean 0
Rules(md).ini Object's ID Crate boolean 0
Rules(md).ini Object's ID CrateTrigger boolean 0
Rules(md).ini Object's ID Explodes boolean 0
Rules(md).ini Object's ID Overrides boolean 0
Rules(md).ini Object's ID CellAnim Animation 0 +
Rules(md).ini Object's ID DamageLevels int 1
Rules(md).ini Object's ID RadarColor Color {0;0;0}
Rules(md).ini Object's ID NoUseLandTileType boolean 1
Rules(md).ini Object's ID IsVeinholeMonster boolean 0
Rules(md).ini Object's ID IsVeins boolean 0
Rules(md).ini Object's ID ChainReaction boolean 0
Rules(md).ini Object's ID DrawFlat boolean 1
Rules(md).ini Object's ID IsARock boolean 0
Rules(md).ini Object's ID IsRubble boolean 0