InfantryTypes: Difference between revisions
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==As an Array Object== | |||
The {{tt|[InfantryTypes]}} section of {{Rules}} lists all InfantryTypes{{Sup|[[InfantryTypes#As_an_Object_Class|{{Arr|d}}]]}} that are accessible to the game [[engine]]. InfantryTypes not listed here do not exists as far as the game is concerned even if their objects are defined (although certain references to otherwise unparsed InfantryTypes will add those InfantryTypes to the game's internal *Types array (for example, any InfantryTypes referenced by the {{f|AnimToInfantry|link}} flag will be recognised), you should ''not'' rely on this method for various reasons). You should list all objects in their respective lists to ensure that all objects are parsed correctly. | |||
==As an Object Class== | |||
InfantryType is a child class of [[TechnoType]] and is used to represent all infantry units in the game. | |||
=== Applicable INI Flags === | |||
{{Applicable INI Flags}} | |||
{{:AbstractTypes}} | |||
{{:ObjectTypes}} | |||
{{:TechnoTypes}} | |||
<onlyinclude> | |||
{{Applicable INI Flags Header|InfantryTypes}} | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|Pip|link}} || Pip || || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|OccupyPip|link}} || Pip || || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|OccupyWeapon|link}} || WeaponType || 0 || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|EliteOccupyWeapon|link}} || WeaponType || 0 || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|VoiceComment|link}} || vector<Sound> || {} || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|DeadBodies|link}} || vector<Animation> || {} || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|DeathAnims|link}} || vector<Animation> || {} || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|Cyborg|link}} || boolean || 0 || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|NotHuman|link}} || boolean || 0 || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|EnterWaterSound|link}} || Sound || "" || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|LeaveWaterSound|link}} || Sound || "" || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|Fearless|link}} || boolean || 0 || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|Fraidycat|link}} || boolean || 0 || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|Infiltrate|link}} || boolean || 0 || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|Ivan|link}} || boolean || 0 || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|Occupier|link}} || boolean || 0 || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|Assaulter|link}} || boolean || 0 || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|DetectionDistance|link}} || int || 0 || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|HarvestRate|link}} || int || 1 || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|C4|link}} || boolean || 0 || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|Civilian|link}} || boolean || 0 || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|Engineer|link}} || boolean || 0 || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|TiberiumProof|link}} || boolean || 0 || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|Agent|link}} || boolean || 0 || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|Thief|link}} || boolean || 0 || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|VehicleThief|link}} || boolean || 0 || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|Doggie|link}} || boolean || 0 || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|Deployer|link}} || boolean || 0 || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|DeployedCrushable|link}} || boolean || 1 || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|UseOwnName|link}} || boolean || 0 || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|JumpJetTurn|link}} || boolean || 0 || | |||
|- | |||
| {{Ini|Art}} || Object's Image || {{f|Crawls|link}} || boolean || 1 || | |||
|- | |||
| {{Ini|Art}} || Object's Image || {{f|FireUp|link}} || int || 0 || | |||
|- | |||
| {{Ini|Art}} || Object's Image || {{f|FireProne|link}} || int || 0 || | |||
|- | |||
| {{Ini|Art}} || Object's Image || {{f|SecondaryFire|link}} || int || 0 || | |||
|- | |||
| {{Ini|Art}} || Object's Image || {{f|SecondaryProne|link}} || int || 0 || | |||
|- | |||
| {{Ini|Art}} || Object's Image || {{f|Sequence|link}} || Sequence Name || 0 || | |||
|} | |||
</onlyinclude> | |||
[[Category:Rules(md).ini Sections]] | ==See Also== | ||
*[[How Object Arrays Work]] | |||
[[Category:InfantryTypes Flags| ]][[Category:Rules(md).ini Sections]] |
Latest revision as of 08:09, 27 November 2009
As an Array Object
The [InfantryTypes] section of Rules(md).ini lists all InfantryTypes↓ that are accessible to the game engine. InfantryTypes not listed here do not exists as far as the game is concerned even if their objects are defined (although certain references to otherwise unparsed InfantryTypes will add those InfantryTypes to the game's internal *Types array (for example, any InfantryTypes referenced by the AnimToInfantry flag will be recognised), you should not rely on this method for various reasons). You should list all objects in their respective lists to ensure that all objects are parsed correctly.
As an Object Class
InfantryType is a child class of TechnoType and is used to represent all infantry units in the game.
Applicable INI Flags
These tables show all INI flags applicable1 to InfantryTypes. 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.
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) | "" |
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 |
INI File | Section | Key | Value Type | Default Value | Adds to list |
---|---|---|---|---|---|
Rules(md).ini | Object's ID | Pip | Pip | ||
Rules(md).ini | Object's ID | OccupyPip | Pip | ||
Rules(md).ini | Object's ID | OccupyWeapon | WeaponType | 0 | |
Rules(md).ini | Object's ID | EliteOccupyWeapon | WeaponType | 0 | |
Rules(md).ini | Object's ID | VoiceComment | vector<Sound> | {} | |
Rules(md).ini | Object's ID | DeadBodies | vector<Animation> | {} | |
Rules(md).ini | Object's ID | DeathAnims | vector<Animation> | {} | |
Rules(md).ini | Object's ID | Cyborg | boolean | 0 | |
Rules(md).ini | Object's ID | NotHuman | boolean | 0 | |
Rules(md).ini | Object's ID | EnterWaterSound | Sound | "" | |
Rules(md).ini | Object's ID | LeaveWaterSound | Sound | "" | |
Rules(md).ini | Object's ID | Fearless | boolean | 0 | |
Rules(md).ini | Object's ID | Fraidycat | boolean | 0 | |
Rules(md).ini | Object's ID | Infiltrate | boolean | 0 | |
Rules(md).ini | Object's ID | Ivan | boolean | 0 | |
Rules(md).ini | Object's ID | Occupier | boolean | 0 | |
Rules(md).ini | Object's ID | Assaulter | boolean | 0 | |
Rules(md).ini | Object's ID | DetectionDistance | int | 0 | |
Rules(md).ini | Object's ID | HarvestRate | int | 1 | |
Rules(md).ini | Object's ID | C4 | boolean | 0 | |
Rules(md).ini | Object's ID | Civilian | boolean | 0 | |
Rules(md).ini | Object's ID | Engineer | boolean | 0 | |
Rules(md).ini | Object's ID | TiberiumProof | boolean | 0 | |
Rules(md).ini | Object's ID | Agent | boolean | 0 | |
Rules(md).ini | Object's ID | Thief | boolean | 0 | |
Rules(md).ini | Object's ID | VehicleThief | boolean | 0 | |
Rules(md).ini | Object's ID | Doggie | boolean | 0 | |
Rules(md).ini | Object's ID | Deployer | boolean | 0 | |
Rules(md).ini | Object's ID | DeployedCrushable | boolean | 1 | |
Rules(md).ini | Object's ID | UseOwnName | boolean | 0 | |
Rules(md).ini | Object's ID | JumpJetTurn | boolean | 0 | |
Art(md).ini | Object's Image | Crawls | boolean | 1 | |
Art(md).ini | Object's Image | FireUp | int | 0 | |
Art(md).ini | Object's Image | FireProne | int | 0 | |
Art(md).ini | Object's Image | SecondaryFire | int | 0 | |
Art(md).ini | Object's Image | SecondaryProne | int | 0 | |
Art(md).ini | Object's Image | Sequence | Sequence Name | 0 |