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ZFudgeTunnel: Difference between revisions
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{{DeeZireInclusion}}<br /> | {{DeeZireInclusion}}<br /> | ||
Specifies the adjustment to this VehicleTypes Z position (i.e. how far 'in to' or 'out of' the screen it appears) when it is behind tunnel entrances and is used to calculate the amount of displacement it causes to impassable isometric tile types. This is normally a negative figure, indicating that the terrain type should be further into the screen hence behind the relevant object. | Specifies the adjustment to this VehicleTypes Z position (i.e. how far 'in to' or 'out of' the screen it appears) when it is behind tunnel entrances and is used to calculate the amount of displacement it causes to impassable isometric tile types. This is normally a negative figure, indicating that the terrain type should be further into the screen hence behind the relevant object. | ||
==Note== | |||
*Pictures created by disguise will not be affected by this tag. |
Revision as of 14:46, 4 October 2024
Flag: | ZFudgeTunnel |
File(s): | rules(md).ini |
Values: | ERROR – No value types set! Please edit this page and fix the Flag template! |
This entry was copied from DeeZire's Red Alert 2 and Yuris Revenge INI Editing Guide for the sake of completeness. As it is not our intention to rip off DeeZire's work, this article is subject to a re-write and update with the latest community knowledge. For further information, please read Inclusion of The Guide. |
Specifies the adjustment to this VehicleTypes Z position (i.e. how far 'in to' or 'out of' the screen it appears) when it is behind tunnel entrances and is used to calculate the amount of displacement it causes to impassable isometric tile types. This is normally a negative figure, indicating that the terrain type should be further into the screen hence behind the relevant object.
Note
- Pictures created by disguise will not be affected by this tag.