ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.

SpeedType: Difference between revisions

From ModEnc
Jump to navigation Jump to search
Starkku (talk | contribs)
Removed incorrect note about SpeedType=Track being unused, and substituted it with another note describing actual behaviour of Track & Wheel SpeedTypes regarding VehicleTypes.
Wikified text.
Line 1: Line 1:
{{flag|values=special strings|default=<tt>Foot</tt> for InfantryTypes, <tt>Wheel</tt> for VehicleTypes, <tt>Winged</tt> for AircraftTypes and <tt>Float</tt> for BuildingTypes
{{flag|values=special strings|default={{f|Foot|link}} for InfantryTypes, {{f|Wheel|link}} for VehicleTypes, {{f|Winged|link}} for AircraftTypes and {{f|Float|link}} for BuildingTypes
|types=[[InfantryTypes]], [[VehicleTypes]], [[AircraftTypes]], [[BuildingTypes]] (to the same extent as [[Locomotors]] do)|ts=yes|fs=yes|ets=yes|ra2=yes|yr=yes|rp=yes}}
|types=[[InfantryTypes]], [[VehicleTypes]], [[AircraftTypes]], [[BuildingTypes]] (to the same extent as [[Locomotors]] do)|ts=yes|fs=yes|ets=yes|ra2=yes|yr=yes|rp=yes}}


SpeedType defines the way units move over certain terrain types. Looking at the rules, we see that each terrain type (Clear, Rough, Road, Tiberium, Water, etc.) has it's own section. Let's look at one:<br>
'''{{f|SpeedType}}''' defines the way units move over certain terrain types. Each terrain type (Clear, Rough, Road, Tiberium, Water, etc.) has it's own section, setting up its defining characteristics:
[Clear]
Foot=100%
Track=100% <ref>{{f|SpeedType|Track|link}} & {{f|SpeedType|Wheel|link}} are the defaults for [[VehicleTypes]]. Which one is used depends on the value of {{f|Crusher|link}}. If it's not set or set to 'no', {{f|Wheel|link}} is used. Otherwise {{f|Track|link}} is used.</ref>
Wheel=100%
Float=0% <ref>If value of {{f|Float|link}} {{f|SpeedType|link}} is above 0%, the terrain type is also affected by {{f|WaterBound|link}}.</ref>
Hover=50%
Amphibious=80%
FloatBeach=0%
Buildable=yes
Creep=100% <ref>A new SpeedType is introduced in [[Firestorm]], called {{f|Creep|link}}. It is originally used only by the Cyborg Reaper.</ref>
The numbers indicate at what percent of it's Speed= can the unit with a certain {{f|SpeedType|link}} move over this terrain. You see that units with {{f|SpeedType|Hover|link}}, for instance, can move only up to half their normal {{f|Speed|link}} over this [[terrain]]. You can use percent over 100, it'll just revert to 100.


<tt>
Note that the AircraftType's default {{f|SpeedType|Winged|link}} will always result in 100 percet movement ability.<br>
[Clear]<br>
{{f|Winged|link}} can not be modified in the terrain type's section (i.e. ''Winged=80%'' would not work).
Foot=100%<br>
Track=100% <sup>[[#Notes|1]]</sup><br>
Wheel=100%<br>
Float=0% <sup>[[#Notes|2]]</sup><br>
Hover=50%<br>
Amphibious=80%<br>
FloatBeach=0%<br>
Buildable=yes<br>
Creep=100% <sup>[[#Notes|3]]</sup><br>
</tt>
 
The numbers indicate at what percent of it's Speed= can the unit with a certain <tt>SpeedType=</tt> move over this terrain. You see that units with <tt>SpeedType=[[Hover]]</tt>, for instance, can move only up to half their normal <tt>Speed=</tt> over this [[terrain]]. You can use percent over 100, it'll just revert to 100.<br>
 
Note that the AircraftType's default <tt>SpeedType=[[Winged]]</tt> will always result in 100 percet movement ability.<br>
<tt>Winged</tt> can not be modified in the terrain type's section (i.e. ''Winged=80%'' would not work).


The terrain type of a certain tile is set in the tile [[Tools#Terrain_editing|.tmp file]].<br>
The terrain type of a certain tile is set in the tile [[Tools#Terrain_editing|.tmp file]].<br>
Terrain types<sup>[[#Notes|4]]</sup> are as follows:  
Terrain types<ref>You can make [[OverlayTypes|overlays]] which, when placed, transform the ground (technically) to any type mentioned above. To do that, use the {{f|Land|<terrain type name>|link}} tag on the overlay rules coding.</ref> are as follows:  


== Terrain Types ==
== Terrain Types ==
* Clear - Clear ground, no obstacles.
{| cellpadding="4" class="table_descrow"
* Road - Dirt or paved roads.
! INI Name
* Rough - Rougher terrain such as rocky areas or thick grass. In RA2, this defaults to the same settings as Clear.
! Usage
* Rock - rocks, trees, cliffs, anything impassable.
|-
* Tiberium - areas covered in Ore/Gems/[[Tiberium]].
| Clear
* Water - Water as in rivers or ocean areas.
| Clear ground, no obstacles.
* Railroad - Train tracks (Works in TS, in RA2 requires [[Terrain Expansion]] (aka TX)).
|-
* Tunnel - Tunnel Entrance/Exit (Works in TS, in RA2 requires [[Terrain Expansion]] (aka TX)).
| Road
* Beach - The line where water and ground join.
| Dirt or paved roads.
* Weeds - Tiberium Veins (Works in TS, in RA2 it is not assigned to anything and can be used for new movement rules).
|-
* Ice - Water gone cold (Works in TS, in RA2 it is not assigned to anything and can be used for new movement rules).
| Rough
* Wall - duh, non-firestorm/non-laserfence walls.
| Rougher terrain such as rocky areas or thick grass. In RA2, this defaults to the same settings as Clear.
|-
| Rock
| rocks, trees, cliffs, anything impassable.
|-
| Tiberium
| areas covered in Ore/Gems/[[Tiberium]].
|-
| Water
| Water as in rivers or ocean areas.
|-
| Railroad
| Train tracks (Works in TS, in RA2 requires [[Terrain Expansion]] (aka TX)).
|-
| Tunnel
| Tunnel Entrance/Exit (Works in TS, in RA2 requires [[Terrain Expansion]] (aka TX)).
|-
| Beach
| The line where water and ground join.
|-
| Weeds
| Tiberium Veins (Works in TS, in RA2 it is not assigned to anything and can be used for new movement rules).
|-
| Ice
| Water gone cold (Works in TS, in RA2 it is not assigned to anything and can be used for new movement rules).
|-
| Wall
| non-firestorm/non-laserfence walls.
|-
|}
 


=== Notes ===
=== Notes ===
<sup>1</sup> - <tt>SpeedType=</tt>[[Track]] & <tt>SpeedType=</tt>[[Wheel]] are the defaults for [[VehicleTypes]]. Which one is used depends on the value of [[Crusher]]. If it's not set or set to 'no', [[Wheel]] is used. Otherwise [[Track]] is used.<br>
<references/>
<sup>2</sup> - If value of [[Float]] <tt>SpeedType</tt> is above 0%, the terrain type is also affected by [[WaterBound]].<br>
<sup>3</sup> - A new SpeedType is introduced in [[Firestorm]], called <tt>Creep</tt>. It is originally used only by the Cyborg Reaper.<br>
<sup>4</sup> - You can make [[OverlayTypes|overlays]] which, when placed, transform the ground (technically) to any type mentioned above. To do that, use the Land=<terrain type name> tag on the overlay rules coding.


[[Category:INI Flags]]
[[Category:INI Flags]]

Revision as of 09:04, 28 October 2012

Tiberian Dawn The Covert Operations Red Alert Counterstrike Aftermath Tiberian Sun Firestorm HyperPatch Red Alert 2 Yuri's Revenge Ares Generals Zero Hour Tiberium Wars Kane's Wrath
Flag: SpeedType
File(s): rules(md).ini
Values: special strings
Default: Foot for InfantryTypes, Wheel for VehicleTypes, Winged for AircraftTypes and Float for BuildingTypes
Applicable to: InfantryTypes, VehicleTypes, AircraftTypes, BuildingTypes (to the same extent as Locomotors do)


SpeedType defines the way units move over certain terrain types. Each terrain type (Clear, Rough, Road, Tiberium, Water, etc.) has it's own section, setting up its defining characteristics:

[Clear]
Foot=100%
Track=100% [1]
Wheel=100%
Float=0% [2]
Hover=50%
Amphibious=80%
FloatBeach=0%
Buildable=yes
Creep=100% [3]

The numbers indicate at what percent of it's Speed= can the unit with a certain SpeedType move over this terrain. You see that units with SpeedType=Hover, for instance, can move only up to half their normal Speed over this terrain. You can use percent over 100, it'll just revert to 100.

Note that the AircraftType's default SpeedType=Winged will always result in 100 percet movement ability.
Winged can not be modified in the terrain type's section (i.e. Winged=80% would not work).

The terrain type of a certain tile is set in the tile .tmp file.
Terrain types[4] are as follows:

Terrain Types

INI Name Usage
Clear Clear ground, no obstacles.
Road Dirt or paved roads.
Rough Rougher terrain such as rocky areas or thick grass. In RA2, this defaults to the same settings as Clear.
Rock rocks, trees, cliffs, anything impassable.
Tiberium areas covered in Ore/Gems/Tiberium.
Water Water as in rivers or ocean areas.
Railroad Train tracks (Works in TS, in RA2 requires Terrain Expansion (aka TX)).
Tunnel Tunnel Entrance/Exit (Works in TS, in RA2 requires Terrain Expansion (aka TX)).
Beach The line where water and ground join.
Weeds Tiberium Veins (Works in TS, in RA2 it is not assigned to anything and can be used for new movement rules).
Ice Water gone cold (Works in TS, in RA2 it is not assigned to anything and can be used for new movement rules).
Wall non-firestorm/non-laserfence walls.


Notes

  1. SpeedType=Track & SpeedType=Wheel are the defaults for VehicleTypes. Which one is used depends on the value of Crusher. If it's not set or set to 'no', Wheel is used. Otherwise Track is used.
  2. If value of Float SpeedType is above 0%, the terrain type is also affected by WaterBound.
  3. A new SpeedType is introduced in Firestorm, called Creep. It is originally used only by the Cyborg Reaper.
  4. You can make overlays which, when placed, transform the ground (technically) to any type mentioned above. To do that, use the Land=<terrain type name> tag on the overlay rules coding.