Tiberiums: Difference between revisions
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Note that tiberium is a very special type of overlay, and that, while adding new types may be possible, they'll be subject to the same restrictions as the original unused types, Vinifera and Aboreus. And since these two are at least in the game already, it's probably smarter to alter them rather than adding new types. | Note that tiberium is a very special type of overlay, and that, while adding new types may be possible, they'll be subject to the same restrictions as the original unused types, Vinifera and Aboreus. And since these two are at least in the game already, it's probably smarter to alter them rather than adding new types. | ||
== Applicable INI Flags == | |||
{{Applicable INI Flags}} | |||
{{:AbstractTypes}} | |||
{{:ObjectTypes}} | |||
<onlyinclude> | |||
{{Applicable INI Flags Header|Tiberiums}} | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|Spread|link}} || int || 0 || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|SpreadPercentage|link}} || float || 0.1 || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|Growth|link}} || int || 0 || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|GrowthPercentage|link}} || float || 0.1 || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|Value|link}} || int || 0 || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|Power|link}} || int || 0 || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|Color|link}} || ColorName || 0 || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|Debris|link}} || vector<Animation> || {} || + | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|Image|link}} || int || 0 || | |||
|} | |||
</onlyinclude> | |||
==Notes== | |||
* There is a commented out flag listed under this section in {{ini|rules}}: {{f|Shard}}. However, no such flag is listed in the game executable, therefore it does not actually exist. The correct flag matching the description is {{f|Debris|link}} | |||
==See also== | ==See also== |
Latest revision as of 12:43, 23 September 2021
This section of rules(md).ini is a list of all available Tiberium/Ore/Gem types in the game. What's not listed doesn't get parsed and therefore doesn't exist.
Note that tiberium is a very special type of overlay, and that, while adding new types may be possible, they'll be subject to the same restrictions as the original unused types, Vinifera and Aboreus. And since these two are at least in the game already, it's probably smarter to alter them rather than adding new types.
Applicable INI Flags
These tables show all INI flags applicable1 to Tiberiums. 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 | Spread | int | 0 | |
Rules(md).ini | Object's ID | SpreadPercentage | float | 0.1 | |
Rules(md).ini | Object's ID | Growth | int | 0 | |
Rules(md).ini | Object's ID | GrowthPercentage | float | 0.1 | |
Rules(md).ini | Object's ID | Value | int | 0 | |
Rules(md).ini | Object's ID | Power | int | 0 | |
Rules(md).ini | Object's ID | Color | ColorName | 0 | |
Rules(md).ini | Object's ID | Debris | vector<Animation> | {} | + |
Rules(md).ini | Object's ID | Image | int | 0 |
Notes
- There is a commented out flag listed under this section in rules(md).ini: Shard. However, no such flag is listed in the game executable, therefore it does not actually exist. The correct flag matching the description is Debris
See also
- Creating a new Resource System (Tutorial for RA2/YR at PPM)
- Automatic Ore Generation (Tutorial for RA2/YR at Revora)
- To create a new ore mine spawning a new type of resource, combine both tutorials