PowersUpToLevel: Difference between revisions
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{{ | {{Flag | ||
|name={{PAGENAME}} | |||
|files={{Categ|art(md).ini}} | |||
|values=signed integers (≥-1) | |||
|default=N/A | |||
|types={{Categ|BuildingTypes}} | |||
|ts=yes | |||
|fs=yes | |||
|ets=yes | |||
|ra2=yes | |||
|yr=yes | |||
|rp=yes | |||
|ares=yes | |||
}} | |||
== | Specifies the 'power level' (not to be confused with [[power]]) to which this upgrade powers up the parent building. In cases where the parent building allows for multiple upgrades, this defines which upgrade-plug on the building this upgrade slots into. A value of -1 means the upgrade is placed to the first available slot, while positive values correspond to specific upgrade graphics and positions on the structure as defined with the [[PowerUp1Anim|PowerUpNAnim]], [[PowerUp1AnimDamaged|PowerUpNAnimDamaged]], [[PowerUp1LocXX|PowerUpNLocXX]], [[PowerUp1LocYY|PowerUpNLocYY]], and [[PowerUp1LocZZ|PowerUpNLocZZ]] statements in [[art.ini]], as well as certain [[hardcoded]] functions (see [[PowersUpToLevel#levels|levels]] below). | ||
In Tiberian Sun, PowersUpToLevel=1 has a unique [[hardcoded]] feature which | |||
==Levels== | |||
In Tiberian Sun, PowersUpToLevel=1 has a unique [[hardcoded]] feature which enables the upgrade to fire its [[Primary]] and [[Secondary]] weapons (if it has any) simultaneously. This includes spawning all the appropriate [[projectile|projectiles]] and [[anim|muzzle animations]]. For example in the vanilla game, this allows the Component Tower's twin-barreled Vulcan Cannon upgrade fire both guns at once. | |||
A similar effect can be achieved with just one weapon and a [[burst]] multiplier, but the bursts are always fired in succession instead of simultaneously, meaning there is always at least a one-frame delay between the bursts. | A similar effect can be achieved with just one weapon and a [[burst]] multiplier, but the bursts are always fired in succession instead of simultaneously, meaning there is always at least a one-frame delay between the bursts. |
Revision as of 09:15, 29 August 2017
Flag: | PowersUpToLevel |
File(s): | art(md).ini |
Values: | signed integers (≥-1) |
Default: | N/A |
Applicable to: | BuildingTypes |
Specifies the 'power level' (not to be confused with power) to which this upgrade powers up the parent building. In cases where the parent building allows for multiple upgrades, this defines which upgrade-plug on the building this upgrade slots into. A value of -1 means the upgrade is placed to the first available slot, while positive values correspond to specific upgrade graphics and positions on the structure as defined with the PowerUpNAnim, PowerUpNAnimDamaged, PowerUpNLocXX, PowerUpNLocYY, and PowerUpNLocZZ statements in art.ini, as well as certain hardcoded functions (see levels below).
Levels
In Tiberian Sun, PowersUpToLevel=1 has a unique hardcoded feature which enables the upgrade to fire its Primary and Secondary weapons (if it has any) simultaneously. This includes spawning all the appropriate projectiles and muzzle animations. For example in the vanilla game, this allows the Component Tower's twin-barreled Vulcan Cannon upgrade fire both guns at once.
A similar effect can be achieved with just one weapon and a burst multiplier, but the bursts are always fired in succession instead of simultaneously, meaning there is always at least a one-frame delay between the bursts.
Below is a snippet from the TS rules.ini:
[GAVULC] PowersUpBuilding=gactwr PowersUpToLevel=1 Primary=VulcanTower Secondary=VulcanTower
Note however that the Primary and Secondary do not have to be the same for this to work.