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Infantry (maps): Difference between revisions
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m Maps/Infantry moved to Infantry (maps): Moving the Maps/ sections' pages to main space. |
Nighthawk200 (talk | contribs) m Categorising. |
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=== Notes === | === Notes === | ||
{{Fn|1|The two purposes seem inverse: one function will refuse to recruit a unit if the following condition doesn't hold: <pre> (Unit->Recruitable_a || Team->Autocreate) && (Unit->Recruitable_b || !Team->Autocreate)</pre>, aside from that they both are used by mostly the same functions, needs more info.}} | {{Fn|1|The two purposes seem inverse: one function will refuse to recruit a unit if the following condition doesn't hold: <pre> (Unit->Recruitable_a || Team->Autocreate) && (Unit->Recruitable_b || !Team->Autocreate)</pre>, aside from that they both are used by mostly the same functions, needs more info.}} | ||
[[Category:Map Information]] |
Revision as of 20:33, 20 June 2008
This page should correctly be named "[Infantry]"; it is wrong due to technical restrictions.
This section lists all the InfantryTypes that should be preplaced on the map when the game starts.
Section
TD/CO
RA/CS/AM
TS/FS/RA2/YR
The [Infantry] section takes the following format:
[Infantry] Index=OWNER,ID,HEALTH_PERCENT,X,Y,SUB_CELL,MISSION,FACING,TAG,VETERANCY,GROUP,HIGH,RECRUITABLE_A,RECRUITABLE_B
String | Meaning |
---|---|
Index | This is an index into the list. Not processed, so any string without equals signs will do. |
Owner | The Name of the House who should receive this InfantryType. |
ID | The ID of this InfantryType. |
HEALTH_PERCENT | The amount of health this InfantryType has, expressed in 1/256ths of its total Strength=. |
X | The X coordinate of the cell which this InfantryType should be placed in. |
Y | The Y coordinate of the cell which this InfantryType should be placed in. |
SUB_CELL | The sub-cell of this cell which the InfantryType should be placed in. Should be in the range [0..4]. |
MISSION | The Name of the Mission this InfantryType should be placed in. |
FACING | The 256-based facing of this InfantryType. 0 stands for game North (North East of the screen) and increasing numbers rotate clockwise. |
TAG | The ID of the Tag attached to this InfantryType, or <none> if no tag should be attached. |
VETERANCY | The veteran level of this InfantryType multiplied by 100 - 0 for 'rookie', 100 for 'Veteran', 200 for 'Elite'. Note that you can assign other values, e.g. if you assign 75 then the InfantryType will be created with 75/100ths of experience necessary for Veteran level already accumulated. |
GROUP | The Group of this InfantryType. |
HIGH | If set, the InfantryType is spawned above ground level. (Needs more information.) |
RECRUITABLE_A | Is this InfantryType recruitable by AI for some purpose? 1 |
RECRUITABLE_B | Is this InfantryType recruitable by AI for some purpose? 1 |
Notes
1 ↑ The two purposes seem inverse: one function will refuse to recruit a unit if the following condition doesn't hold:
(Unit->Recruitable_a || Team->Autocreate) && (Unit->Recruitable_b || !Team->Autocreate)
, aside from that they both are used by mostly the same functions, needs more info.