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Structures (maps): Difference between revisions
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| The 256-based facing of this BuildingType. 0 stands for North and increasing numbers rotate clockwise. (0,32..256) | | The 256-based facing of this BuildingType. 0 stands for North and increasing numbers rotate clockwise. (0,32..256) | ||
|- | |- | ||
! {{Anchor| | ! {{Anchor|TRIGGER|td}} | ||
| The ID of the [[ | | The ID of the [[Triggers|Trigger]] attached to this BuildingType, or {{Tt|none}} if no trigger should be attached. | ||
|} | |} | ||
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| The 256-based facing of this BuildingType. 0 stands for North and increasing numbers rotate clockwise. (0,32..256) | | The 256-based facing of this BuildingType. 0 stands for North and increasing numbers rotate clockwise. (0,32..256) | ||
|- | |- | ||
! {{Anchor| | ! {{Anchor|TRIGGER|ra}} | ||
| The ID of the [[ | | The ID of the [[Triggers|Trigger]] attached to this BuildingType, or {{Tt|none}} if no trigger should be attached. | ||
|- | |- | ||
! {{Anchor|AI_SELLABLE|ra}} | ! {{Anchor|AI_SELLABLE|ra}} |
Latest revision as of 16:44, 16 September 2018
This page should correctly be named "[Structures]"; it is wrong due to technical restrictions.
This section lists all the BuildingTypes that should be preplaced on the map when the game starts.
Section
Tiberian Dawn
The [Structures] section takes the following format:
[STRUCTURES] INDEX=OWNER,ID,HEALTH,CELL,FACING,TAG
String | Meaning |
---|---|
INDEX | This is an index for the list. Any unique string without equals signs will do. |
OWNER | The Name of the House who should receive this BuildingType. |
ID | The ID of this BuildingType. |
HEALTH | The amount of health this BuildingType has, expressed in 1/256ths of its total Strength=. (0-256) |
CELL | The number of the cell which this BuildingType should be placed in. |
FACING | The 256-based facing of this BuildingType. 0 stands for North and increasing numbers rotate clockwise. (0,32..256) |
TRIGGER | The ID of the Trigger attached to this BuildingType, or none if no trigger should be attached. |
Red Alert, Counterstrike, Aftermath
The [Structures] section takes the following format:
[STRUCTURES] INDEX=OWNER,ID,HEALTH,CELL,FACING,TAG,AI_SELLABLE,AI_REBUILDABLE
String | Meaning |
---|---|
INDEX | This is an index for the list. Any unique string without equals signs will do. |
OWNER | The Name of the House who should receive this BuildingType. |
ID | The ID of this BuildingType. |
HEALTH | The amount of health this BuildingType has, expressed in 1/256ths of its total Strength=. (0-256) |
CELL | The number of the cell which this BuildingType should be placed in. |
FACING | The 256-based facing of this BuildingType. 0 stands for North and increasing numbers rotate clockwise. (0,32..256) |
TRIGGER | The ID of the Trigger attached to this BuildingType, or none if no trigger should be attached. |
AI_SELLABLE | If set, allows the AI to sell this building. Whether the AI will actually sell this building or not depends on a number of factors. First, the AI's IQ level must be at or above the SellBack threshold. Second, the BuildingType must not have Unsellable=yes. If these conditions are met, then the AI will sell the building if building's health falls below ConditionRed or the AI power levels fall below PowerEmergency and this building is consuming power. However, if the AI's IQ also meets RepairSell and the building's health falls below ConditionRed, then the AI will attempt to repair the building. If the building cannot be repaired for any reason (the AI has less than CreditReserve amount of credits or the BuildingType has (Repairable=no), then the AI will sell it. |
AI_REBUILDABLE | If set, allows the AI to rebuild this structure if it's destroyed/sold. |
Tiberian Sun, Firestorm, Red Alert 2, Yuri's Revenge
The [Structures] section takes the following format:
[Structures] INDEX=OWNER,ID,HEALTH,X,Y,FACING,TAG,AI_SELLABLE,AI_REBUILDABLE,POWERED_ON,UPGRADES,SPOTLIGHT,UPGRADE_1,UPGRADE_2,UPGRADE_3,AI_REPAIRABLE,NOMINAL
String | Meaning | ||||||||
---|---|---|---|---|---|---|---|---|---|
INDEX | This is an index for the list. Any unique string without equals signs will do. | ||||||||
OWNER | The Name of the House who should receive this BuildingType. | ||||||||
ID | The ID of this BuildingType. | ||||||||
HEALTH | The amount of health this BuildingType has, expressed in 1/256ths of its total Strength=. (0-256) | ||||||||
X | The X coordinate of the cell which this BuildingType should be placed in. | ||||||||
Y | The Y coordinate of the cell which this BuildingType should be placed in. | ||||||||
FACING | The 256-based facing of this BuildingType. 0 stands for game North (North East of the screen) and increasing numbers rotate clockwise. (0,32..256) | ||||||||
TAG | The ID of the Tag attached to this BuildingType, or <none> if no tag should be attached. | ||||||||
AI_SELLABLE | If set, allows the AI to sell this building. Whether the AI will actually sell this building or not depends on a number of factors. First, the AI's IQ level must be at or above the SellBack threshold. Second, the BuildingType must not have Unsellable=yes. If these conditions are met, then the AI will sell the building if building's health falls below ConditionRed or the AI power levels fall below PowerEmergency and this building is consuming power. However, if the AI's IQ also meets RepairSell and the building's health falls below ConditionRed, then the AI will attempt to repair the building. If the building cannot be repaired for any reason (see AI repairable), then the AI will sell it. | ||||||||
AI_REBUILDABLE | Obsolete left-over from Red Alert. Only Base Nodes allow the AI house to rebuild lost structures, regardless of the value of this parameter. | ||||||||
POWERED_ON | If set, this building functions normally. If not, then the building is "turned off", meaning it cannot produce units or use weapons. This setting can be toggled by map triggers or the player (the latter only in Tiberian Sun and Firestorm). | ||||||||
UPGRADES | The number of upgrades on this building. | ||||||||
SPOTLIGHT | Enables a spotlight for this building. The spotlight's starting point and direction depends on building's facing and index, respectively, so that consecutive spotlights sweep in opposite directions.
See also Spotlights.
| ||||||||
UPGRADE_1 | The ID of the first upgrade to be attached on this building, or none if no upgrade is to be attached. | ||||||||
UPGRADE_2 | The ID of the second upgrade to be attached on this building, or none if no upgrade is to be attached. | ||||||||
UPGRADE_3 | The ID of the third upgrade to be attached on this building, or none if no upgrade is to be attached. | ||||||||
AI_REPAIRABLE | If set, allows the AI to repair this building. In order to actually repair the building, the AI house must have enough credits, and the BuildingType must not have Repairable=no. | ||||||||
NOMINAL | If set, displays the name of this building to all players regardless of their affiliation with the building's owner, instead of the usual "Enemy structure" text. See Nominal. |