Difference between revisions of "SpeedType"
(Removed incorrect note about SpeedType=Track being unused, and substituted it with another note describing actual behaviour of Track & Wheel SpeedTypes regarding VehicleTypes.) |
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− | {{flag|values=special strings|default= | + | {{flag|values=special strings|default={{f|Foot|link}} for InfantryTypes, {{f|Wheel|link}} for VehicleTypes, {{f|Winged|link}} for AircraftTypes and {{f|Float|link}} for BuildingTypes |
|types=[[InfantryTypes]], [[VehicleTypes]], [[AircraftTypes]], [[BuildingTypes]] (to the same extent as [[Locomotors]] do)|ts=yes|fs=yes|ets=yes|ra2=yes|yr=yes|rp=yes}} | |types=[[InfantryTypes]], [[VehicleTypes]], [[AircraftTypes]], [[BuildingTypes]] (to the same extent as [[Locomotors]] do)|ts=yes|fs=yes|ets=yes|ra2=yes|yr=yes|rp=yes}} | ||
− | SpeedType defines the way units move over certain terrain types. | + | '''{{f|SpeedType}}''' defines the way units move over certain terrain types. Each terrain type (Clear, Rough, Road, Tiberium, Water, etc.) has it's own section, setting up its defining characteristics: |
+ | [Clear] | ||
+ | Foot=100% | ||
+ | Track=100% <ref>{{f|SpeedType|Track|link}} & {{f|SpeedType|Wheel|link}} are the defaults for [[VehicleTypes]]. Which one is used depends on the value of {{f|Crusher|link}}. If it's not set or set to 'no', {{f|Wheel|link}} is used. Otherwise {{f|Track|link}} is used.</ref> | ||
+ | Wheel=100% | ||
+ | Float=0% <ref>If value of {{f|Float|link}} {{f|SpeedType|link}} is above 0%, the terrain type is also affected by {{f|WaterBound|link}}.</ref> | ||
+ | Hover=50% | ||
+ | Amphibious=80% | ||
+ | FloatBeach=0% | ||
+ | Buildable=yes | ||
+ | Creep=100% <ref>A new SpeedType is introduced in [[Firestorm]], called {{f|Creep|link}}. It is originally used only by the Cyborg Reaper.</ref> | ||
+ | The numbers indicate at what percent of it's Speed= can the unit with a certain {{f|SpeedType|link}} move over this terrain. You see that units with {{f|SpeedType|Hover|link}}, for instance, can move only up to half their normal {{f|Speed|link}} over this [[terrain]]. You can use percent over 100, it'll just revert to 100. | ||
− | + | Note that the AircraftType's default {{f|SpeedType|Winged|link}} will always result in 100 percet movement ability.<br> | |
− | + | {{f|Winged|link}} can not be modified in the terrain type's section (i.e. ''Winged=80%'' would not work). | |
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− | Note that the AircraftType's default | ||
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The terrain type of a certain tile is set in the tile [[Tools#Terrain_editing|.tmp file]].<br> | The terrain type of a certain tile is set in the tile [[Tools#Terrain_editing|.tmp file]].<br> | ||
− | Terrain types< | + | Terrain types<ref>You can make [[OverlayTypes|overlays]] which, when placed, transform the ground (technically) to any type mentioned above. To do that, use the {{f|Land|<terrain type name>|link}} tag on the overlay rules coding.</ref> are as follows: |
== Terrain Types == | == Terrain Types == | ||
− | + | {| cellpadding="4" class="table_descrow" | |
− | + | ! INI Name | |
− | + | ! Usage | |
− | + | |- | |
− | + | | Clear | |
− | + | | Clear ground, no obstacles. | |
− | + | |- | |
− | + | | Road | |
− | + | | Dirt or paved roads. | |
− | + | |- | |
− | + | | Rough | |
− | + | | Rougher terrain such as rocky areas or thick grass. In RA2, this defaults to the same settings as Clear. | |
+ | |- | ||
+ | | Rock | ||
+ | | rocks, trees, cliffs, anything impassable. | ||
+ | |- | ||
+ | | Tiberium | ||
+ | | areas covered in Ore/Gems/[[Tiberium]]. | ||
+ | |- | ||
+ | | Water | ||
+ | | Water as in rivers or ocean areas. | ||
+ | |- | ||
+ | | Railroad | ||
+ | | Train tracks (Works in TS, in RA2 requires [[Terrain Expansion]] (aka TX)). | ||
+ | |- | ||
+ | | Tunnel | ||
+ | | Tunnel Entrance/Exit (Works in TS, in RA2 requires [[Terrain Expansion]] (aka TX)). | ||
+ | |- | ||
+ | | Beach | ||
+ | | The line where water and ground join. | ||
+ | |- | ||
+ | | Weeds | ||
+ | | Tiberium Veins (Works in TS, in RA2 it is not assigned to anything and can be used for new movement rules). | ||
+ | |- | ||
+ | | Ice | ||
+ | | Water gone cold (Works in TS, in RA2 it is not assigned to anything and can be used for new movement rules). | ||
+ | |- | ||
+ | | Wall | ||
+ | | non-firestorm/non-laserfence walls. | ||
+ | |- | ||
+ | |} | ||
+ | |||
=== Notes === | === Notes === | ||
− | < | + | <references/> |
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[[Category:INI Flags]] | [[Category:INI Flags]] |
Revision as of 10:04, 28 October 2012
Flag: | SpeedType |
File(s): | rules(md).ini |
Values: | special strings |
Default: | Foot for InfantryTypes, Wheel for VehicleTypes, Winged for AircraftTypes and Float for BuildingTypes |
Applicable to: | InfantryTypes, VehicleTypes, AircraftTypes, BuildingTypes (to the same extent as Locomotors do) |
SpeedType defines the way units move over certain terrain types. Each terrain type (Clear, Rough, Road, Tiberium, Water, etc.) has it's own section, setting up its defining characteristics:
[Clear] Foot=100% Track=100% [1] Wheel=100% Float=0% [2] Hover=50% Amphibious=80% FloatBeach=0% Buildable=yes Creep=100% [3]
The numbers indicate at what percent of it's Speed= can the unit with a certain SpeedType move over this terrain. You see that units with SpeedType=Hover, for instance, can move only up to half their normal Speed over this terrain. You can use percent over 100, it'll just revert to 100.
Note that the AircraftType's default SpeedType=Winged will always result in 100 percet movement ability.
Winged can not be modified in the terrain type's section (i.e. Winged=80% would not work).
The terrain type of a certain tile is set in the tile .tmp file.
Terrain types[4] are as follows:
Terrain Types
INI Name | Usage |
---|---|
Clear | Clear ground, no obstacles. |
Road | Dirt or paved roads. |
Rough | Rougher terrain such as rocky areas or thick grass. In RA2, this defaults to the same settings as Clear. |
Rock | rocks, trees, cliffs, anything impassable. |
Tiberium | areas covered in Ore/Gems/Tiberium. |
Water | Water as in rivers or ocean areas. |
Railroad | Train tracks (Works in TS, in RA2 requires Terrain Expansion (aka TX)). |
Tunnel | Tunnel Entrance/Exit (Works in TS, in RA2 requires Terrain Expansion (aka TX)). |
Beach | The line where water and ground join. |
Weeds | Tiberium Veins (Works in TS, in RA2 it is not assigned to anything and can be used for new movement rules). |
Ice | Water gone cold (Works in TS, in RA2 it is not assigned to anything and can be used for new movement rules). |
Wall | non-firestorm/non-laserfence walls. |
Notes
- ↑ SpeedType=Track & SpeedType=Wheel are the defaults for VehicleTypes. Which one is used depends on the value of Crusher. If it's not set or set to 'no', Wheel is used. Otherwise Track is used.
- ↑ If value of Float SpeedType is above 0%, the terrain type is also affected by WaterBound.
- ↑ A new SpeedType is introduced in Firestorm, called Creep. It is originally used only by the Cyborg Reaper.
- ↑ 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.