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Who crushes whom: Difference between revisions
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This page details how the crushing system works. The table shows whether a defender can be crushed by an attacker, depending on how the flags {{TTL|Crusher}}, {{TTL|Crushable}}, {{TTL|OmniCrusher}} and {{TTL|OmniCrushResistant}} are set. | This page details how the crushing system works. The table shows whether a defender can be crushed by an attacker, depending on how the flags {{TTL|Crusher}}, {{TTL|Crushable}}, {{TTL|OmniCrusher}} and {{TTL|OmniCrushResistant}} are set, and for reference, also shows the effect of {{TTL|IsTrain|yes}}. | ||
<div align="center"> | <div align="center"> | ||
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|style="background:#e5e5e5;"|{{Tt|no}} | |style="background:#e5e5e5;"|{{Tt|no}} | ||
|- | |- | ||
!rowspan= | !rowspan=6 style="border: 1px solid #000000;"| A <br>t<br>t<br>a<br>c<br>k<br>e<br>r | ||
|rowspan=2 style='vertical-align: middle;' |{{TTL|Crusher}} | |rowspan=2 style='vertical-align: middle;' |{{TTL|Crusher}} | ||
|style="background:#e5e5e5;"|{{Tt|yes}} | |style="background:#e5e5e5;"|{{Tt|yes}} | ||
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|style="background:#F0F0F0;"|{{N}} | |style="background:#F0F0F0;"|{{N}} | ||
|style="background:#F0F0F0;"|{{N}} | |style="background:#F0F0F0;"|{{N}} | ||
|- | |||
|rowspan=2 |{{TTL|IsTrain}} | |||
|style="background:#e5e5e5;"|{{Tt|yes}} | |||
|style="background:#F0F0F0;"|{{Y}} | |||
|style="background:#F0F0F0;"|{{Y}} | |||
|style="background:#F0F0F0;"|{{Y}} | |||
|style="background:#F0F0F0;"|{{Y}} | |||
|} | |} | ||
:<small>OmniCrusher and OmniCrushResistant are only available in [[Yuri's Revenge]].</small> | :<small>OmniCrusher and OmniCrushResistant are only available in [[Yuri's Revenge]].</small> | ||
:<small>Please see below for certain side effects of {{TTL|IsTrain}}.</small> | |||
</div> | </div> | ||
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*{{TTL|OmniCrusher}}, if enabled, allows the VehicleType to crush objects who are set {{tt|Crushable=no}}. | *{{TTL|OmniCrusher}}, if enabled, allows the VehicleType to crush objects who are set {{tt|Crushable=no}}. | ||
*{{TTL|OmniCrushResistant}}, if enabled, prevents all crushing. | *{{TTL|OmniCrushResistant}}, if enabled, prevents all crushing. | ||
*{{TTL|IsTrain}}, if enabled, basically nullifies all of the above, and has some additional effects, as detailed below. | |||
{{ | ==IsTrain== | ||
*A unit with {{TTL|IsTrain|yes}} will be able to crush <i>anything</i> regardless of {{TTL|Crushable}}, {{TTL|OmniCrushResistant}} or even {{TTL|Immune}}.<br /> | |||
*A unit with {{TTL|IsTrain|yes}} will also be able to "crush" any buildings that happen to occupy the same cell as the unit. This results in such a vehicle with this flag being unable to exit the War Factory that produced it, as it will destroy the building and itself upon creation.<br /> | |||
*{{TTL|IsTrain}} has no real effect when applied to [[InfantryTypes]] or [[AircraftTypes]]. | |||
*<b>However</b>, a unit with {{TTL|IsTrain|yes}} produces some interesting behavious when it comes into contact with walls: | |||
**When travelling through a single wall cell, the unit will pass through as if the wall was not there, and no damage will be done to the wall. | |||
**But, if it encounters another wall cell immediately after, the unit will become 'stuck' on that wall cell. The wall cannot be sold, and the unit will be unable to move. Basically, don't combine train units with walls. | |||
[[Category: General Editing Information]] | [[Category: General Editing Information]] |
Revision as of 18:30, 7 March 2009
This page details how the crushing system works. The table shows whether a defender can be crushed by an attacker, depending on how the flags Template:TTL, Template:TTL, Template:TTL and Template:TTL are set, and for reference, also shows the effect of Template:TTL.
Defender | ||||||
---|---|---|---|---|---|---|
Template:TTL | Template:TTL | |||||
yes | no | yes | no | |||
A t t a c k e r |
Template:TTL | yes | ||||
no | ||||||
Template:TTL | yes | |||||
no | ||||||
Template:TTL | yes |
- OmniCrusher and OmniCrushResistant are only available in Yuri's Revenge.
- Please see below for certain side effects of Template:TTL.
Empty cells signal that one property does not influence the other, specifically:
- Crusher=yes checks for Crushable - it doesn't care whether the target can be crushed by OmniCrushers.
- Just because a target is not an OmniCrusher, doesn't mean it can't crush a Crushable=yes - that's determined by Crusher.
The flags in detail:
- Template:TTL determines if this VehicleType can crush objects.
- Template:TTL determines if this object can be crushed by Crushers.
- Only if the Attacker is Crusher=yes and the Defender is Crushable=yes, the crushing can happen.
- Template:TTL, if enabled, allows the VehicleType to crush objects who are set Crushable=no.
- Template:TTL, if enabled, prevents all crushing.
- Template:TTL, if enabled, basically nullifies all of the above, and has some additional effects, as detailed below.
IsTrain
- A unit with Template:TTL will be able to crush anything regardless of Template:TTL, Template:TTL or even Template:TTL.
- A unit with Template:TTL will also be able to "crush" any buildings that happen to occupy the same cell as the unit. This results in such a vehicle with this flag being unable to exit the War Factory that produced it, as it will destroy the building and itself upon creation.
- Template:TTL has no real effect when applied to InfantryTypes or AircraftTypes.
- However, a unit with Template:TTL produces some interesting behavious when it comes into contact with walls:
- When travelling through a single wall cell, the unit will pass through as if the wall was not there, and no damage will be done to the wall.
- But, if it encounters another wall cell immediately after, the unit will become 'stuck' on that wall cell. The wall cannot be sold, and the unit will be unable to move. Basically, don't combine train units with walls.