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{{DeeZireInclusion}}<br />
==On Tiberiums==
==Tiberium==
Specifies the number of cells that this type will strive to occupy when spreading if [[TiberiumSpreads]]=yes is set in the  [SpecialFlags] section of a map file (see the Map Editing Guide).


==Warheads==
{{Flag
Specifies the area of effect, in cells, of this warhead. This is measured from the point of impact outwards, in a circle. In effect, the warhead itself forms the epicenter of the explosion. NOTE: although parsed and valid, this does not get used in Red Alert 2 as it has been replaced with the [[CellSpread]] logic instead which offers a greater degree of control. This tag was only kept to provide a benchmark for this new system.
|name={{PAGENAME}}
|files={{Categ|Rules(md).ini}}
|values={{values|int}}
|types={{Categ|Tiberiums}}
|ts=yes
|fs=yes
|hp=yes
|ra2=yes
|yr=yes
|ares=yes
}}
Specifies the spread rate, in frames, of this [[Tiberiums|Tiberium/ore type]]. In other words, this flag determines the delay between each spread check. Once this many frames has passed, each [[OverlayTypes]] instance of this Tiberium type [[SpreadPercentage|will roll a dice]] to determine if they will actually spread. The global flag [[TiberiumSpreads]] can be used to disable spread for all Tiberium types for a particular game or map.
 
==On Warheads==
{{Flag
|name={{PAGENAME}}
|files={{Categ|Rules(md).ini}}
|values={{values|int}}
|default=1
|types={{Categ|Warheads}}
|ra=yes
|cs=yes
|am=yes
|ts=yes
|fs=yes
|hp=yes
|ra2=yes
|yr=yes
|ra2obsolete=yes
}}
 
Specifies the radius, in pixels<ref>In {{ts}}, this is measured horizontally due to the pseudo-isometric perspective of the game.</ref>, of each damage falloff step of this warhead. This is measured from the point of impact outwards, in a circle. In effect, the warhead itself forms the epicenter of the explosion.
 
==See Also==
* [[Damage calculation over area]] – for a more in-depth look at how damage falloff works.
* [[CellSpread]] – the successor to Spread in {{ra2}}.
 
===Notes===
<references/>

Revision as of 11:15, 20 April 2020

On Tiberiums

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: Spread
File(s): Rules(md).ini
Values: Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767.
Applicable to: Tiberiums


Specifies the spread rate, in frames, of this Tiberium/ore type. In other words, this flag determines the delay between each spread check. Once this many frames has passed, each OverlayTypes instance of this Tiberium type will roll a dice to determine if they will actually spread. The global flag TiberiumSpreads can be used to disable spread for all Tiberium types for a particular game or map.

On Warheads

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: Spread
File(s): Rules(md).ini
Values: Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767.
Default: 1
Applicable to: Warheads

Logic related to Spread, as a whole or in part, is obsolete in Red Alert 2 and/or Yuri's Revenge.



Specifies the radius, in pixels[1], of each damage falloff step of this warhead. This is measured from the point of impact outwards, in a circle. In effect, the warhead itself forms the epicenter of the explosion.

See Also

Notes

  1. In Tiberian Sun, this is measured horizontally due to the pseudo-isometric perspective of the game.