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Revision as of 15:05, 23 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
Tiberian Dawn
Red Alert, Counterstrike, Aftermath
Tiberian Sun, Firestorm, Red Alert 2, Yuri's Revenge
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.