Difference between revisions of "Wall"
(Only merged Wall_I into this, not rewritten yet.) |
(De-Deezirification complete. More information could be added to the Overlay section if anyone actually understands how the damage system for walls works.) |
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− | == | + | ==Buildings== |
− | {{ | + | {{Flag |
− | + | |values={{Values|bool}} | |
+ | |default=no | ||
+ | |types={{Categ|BuildingTypes}} | ||
+ | |ra=yes | ||
+ | |cs=yes | ||
+ | |am=yes | ||
+ | |ts=yes | ||
+ | |fs=yes | ||
+ | |ets=yes | ||
+ | |ra2=yes | ||
+ | |yr=yes | ||
+ | }} | ||
− | == | + | This flag determines whether or not a [[BuildingTypes|building]] should have special wall construction logic, which will convert it to [[OverlayTypes|overlay object]] when it is created. |
− | {{ | + | |
− | + | In order for this logic to work as desired—and ''not'' throw an [[IE]]—it is necessary for the building's corresponding {{art}} entry to have {{f|ToOverlay|link}} set to a valid overlay object with {{f|Wall|yes|link}}{{sup|[[#Overlay objects|{{arr|d}}]]}}. It is not necessary for the overlay object to share the same object name as the building, though doing so is certainly an acceptable shortcut. | |
+ | |||
+ | As a special case, {{f|GuardRange|link}} can be used to facilitate faster wall construction. | ||
+ | |||
+ | ===See also=== | ||
+ | * {{f|FirestormWall|link}} | ||
+ | * {{f|LaserFencePost|link}} | ||
+ | * {{f|GuardRange|link}} | ||
+ | |||
+ | ==Overlay objects== | ||
+ | {{Flag | ||
+ | |values={{Values|bool}} | ||
+ | |default=no | ||
+ | |types={{Categ|OverlayTypes}} | ||
+ | |ra=yes | ||
+ | |cs=yes | ||
+ | |am=yes | ||
+ | |ts=yes | ||
+ | |fs=yes | ||
+ | |ets=yes | ||
+ | |ra2=yes | ||
+ | |yr=yes | ||
+ | }} | ||
+ | |||
+ | This flag determines whether or not an [[OverlayTypes|overlay object]] should have special logic classifying it as a wall. | ||
+ | |||
+ | An overlay object with {{f|Wall|yes}} and can be damaged by [[Warheads|warheads]] in the following ways: | ||
+ | {| cellpadding="4" class="table_descrow" | ||
+ | !Flag on warhead | ||
+ | !Result on overlay object | ||
+ | |- | ||
+ | |{{f|Wood|yes|link}} | ||
+ | |Damage, but only if overlay object has {{f|Armor|wood|link}} | ||
+ | |- | ||
+ | |{{f|Wall|yes}}{{sup|[[#Warheads|{{arr|d}}]]}} | ||
+ | |Damage, regardless of {{f|Armor}} | ||
+ | |- | ||
+ | |{{f|WallAbsoluteDestroyer|yes|link}} | ||
+ | |Instant destruction, regardless of the damage dealt | ||
+ | |} | ||
+ | Combinations of these flags results in the most inclusive case. | ||
+ | |||
+ | ==Warheads== | ||
+ | {{Flag | ||
+ | |values={{Values|bool}} | ||
+ | |default=no | ||
+ | |types={{Categ|Warheads}} | ||
+ | |ra=yes | ||
+ | |cs=yes | ||
+ | |am=yes | ||
+ | |ts=yes | ||
+ | |fs=yes | ||
+ | |ets=yes | ||
+ | |ra2=yes | ||
+ | |yr=yes | ||
+ | }} | ||
+ | |||
+ | This flag determines whether or not a [[Warheads|warhead]] can inflict damage on [[OverlayTypes|overlay objects]] with {{f|Wall|yes}}{{sup|[[#Overlay objects|{{arr|u}}]]}}. | ||
+ | |||
+ | ===See also=== | ||
+ | * {{f|Wood|link}} | ||
+ | * {{f|WallAbsoluteDestroyer|link}} |
Revision as of 17:40, 3 January 2010
Buildings
Flag: | Wall |
File(s): | rules(md).ini |
Values: | Boolean values: yes or no, true or false, 1 or 0 |
Default: | no |
Applicable to: | BuildingTypes |
This flag determines whether or not a building should have special wall construction logic, which will convert it to overlay object when it is created.
In order for this logic to work as desired—and not throw an IE—it is necessary for the building's corresponding Art(md).ini entry to have ToOverlay set to a valid overlay object with Wall=yes↓. It is not necessary for the overlay object to share the same object name as the building, though doing so is certainly an acceptable shortcut.
As a special case, GuardRange can be used to facilitate faster wall construction.
See also
Overlay objects
Flag: | Wall |
File(s): | rules(md).ini |
Values: | Boolean values: yes or no, true or false, 1 or 0 |
Default: | no |
Applicable to: | OverlayTypes |
This flag determines whether or not an overlay object should have special logic classifying it as a wall.
An overlay object with Wall=yes and can be damaged by warheads in the following ways:
Flag on warhead | Result on overlay object |
---|---|
Wood=yes | Damage, but only if overlay object has Armor=wood |
Wall=yes↓ | Damage, regardless of Armor |
WallAbsoluteDestroyer=yes | Instant destruction, regardless of the damage dealt |
Combinations of these flags results in the most inclusive case.
Warheads
Flag: | Wall |
File(s): | rules(md).ini |
Values: | Boolean values: yes or no, true or false, 1 or 0 |
Default: | no |
Applicable to: | Warheads |
This flag determines whether or not a warhead can inflict damage on overlay objects with Wall=yes↑.