LandTypes: Difference between revisions
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Each LandType has it's own section in {{ini|rules}}, setting up its defining characteristics: | Each LandType has it's own section in {{ini|rules}}, setting up its defining characteristics: | ||
[Clear] | [Clear] | ||
[[Buildable]]=yes | |||
Foot=100%<ref>Any percentage exceeding 100% is ignored; 200% will have the same effect as 100%.</ref> | Foot=100%<ref>Any percentage exceeding 100% is ignored; 200% will have the same effect as 100%.</ref> | ||
Track=100%<ref>If the value for Track is set to 0%, it will make the LandType impassable for units using {{f|Foot|link}} as their SpeedType as well.</ref> | Track=100%<ref>If the value for Track is set to 0%, it will make the LandType impassable for units using {{f|Foot|link}} as their SpeedType as well.</ref> | ||
Wheel=100% | Wheel=100% | ||
Float=0%<ref>If value of {{f|Float|link}} {{f|SpeedType|link}} is above 0%, the LandType is also affected by {{f|WaterBound|link}}.</ref> | Float=0%<ref>If value of {{f|Float|link}} {{f|SpeedType|link}} is above 0%, the LandType is also affected by {{f|WaterBound|link}}.</ref> | ||
; | ;The following LandTypes were added {{ts}} and later games: | ||
Hover=50% | Hover=50% | ||
Amphibious=80% | Amphibious=80% | ||
Creep=100% ;only available in {{fs}} | Creep=100% ;only available in {{fs}} | ||
FloatBeach=0% ;only available in {{ra2}} and {{yr}} | FloatBeach=0% ;only available in {{ra2}} and {{yr}} |
Revision as of 19:00, 15 August 2019
One of the principal characteristics of any terrain is passability, i.e. how well units can traverse it. In Tiberian Dawn, terrain tiles were simply either passable or not. In Red Alert, this system was expanded significantly. Different tiles could now affect the speed of different units at different rates. This attribute is managed by LandTypes.
LandTypes are essentially different types of terrain. Every terrain tile has a parameter linking it to a specific LandType.
The available LandTypes are as follows:
LandType | |||
---|---|---|---|
Clear | ✓ | ✓ | ✓ |
Rough | ✓ | ✓ | ✓ |
Road | ✓ | ✓ | ✓ |
Water | ✓ | ✓ | ✓ |
Rock | ✓ | ✓ | ✓ |
Wall | ✓ | ✓ | ✓ |
Ore | ✓ | ||
Tiberium | ✓ | ✓ | |
Beach | ✓ | ✓ | ✓ |
River | ✓ | ||
Ice | ✓ | ✓ | |
Tunnel | ✓ | ✓ | |
Railroad | ✓ | ✓ | |
Weeds | ✓ | ✓ | |
Cliff | ✓ |
In addition to unit speeds, LandType governs whether buildings can be constructed on the terrain or not.
Each LandType has it's own section in rules(md).ini, setting up its defining characteristics:
[Clear] Buildable=yes Foot=100%[1] Track=100%[2] Wheel=100% Float=0%[3] ;The following LandTypes were added Tiberian Sun and later games: Hover=50% Amphibious=80% Creep=100% ;only available in Firestorm FloatBeach=0% ;only available in Red Alert 2 and Yuri's Revenge
The numbers indicate at what percent of its speed can units with a matching SpeedType move over this terrain. In this example, units with SpeedType=Hover, for instance, can move only up to half their normal Speed over tiles with this LandType.
Notes
- 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.
- Winged can not be modified in the LandType section (i.e. Winged=80% would not work).