Theater: Difference between revisions
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Tested in TS, couldn't reproduce the effect. I'll assume it only works in RA2/YR. Also fixed some formatting. |
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Specifies if an alternate [[image]] should be loaded for the object based on the map's [[theatres|theatre]]. If this is set, the game will discard the {{Tt|SHP}} extension of the filename and use the same extension this theatre's terrain tiles use. The characters used for each theatre can be found on the [[Theatres]] page. | Specifies if an alternate [[image]] should be loaded for the object based on the map's [[theatres|theatre]]. If this is set, the game will discard the {{Tt|SHP}} extension of the filename and use the same extension this theatre's terrain tiles use. The characters used for each theatre can be found on the [[Theatres]] page. | ||
In {{ra2}}/{{yr}}, {{f|Theater|yes}} essentially hardcodes the object to be a [[TerrainTypes|terrain object]]. Ore can spawn and grow in their [[Foundation]] range, and they can use the relevant {{f|SpawnsTiberium|link}}, {{f|IsAnimated|link}}, {{f|AnimationRate|link}}, and {{f|AnimationProbability|link}} flags associated with spawning ore. Furthermore, the game regards them as a 'tree' in terms of pathfinding such that the area in their [[foundation]] range becomes unbuildable and impassable to vehicles, but infantry can pass through them. Flags controlling infantry movement through the object, {{f|TemperateOccupationBits|link}}/{{f|SnowOccupationBits|link}}, apply. Objects with {{f|Theater|yes}} will furthermore not accept most art flags such as {{f|ActiveAnim|link}} or {{f|Palette|link}}. |
Revision as of 09:49, 24 March 2023
Flag: | Theater |
File(s): | art(md).ini |
Values: | Boolean values: yes or no, true or false, 1 or 0 |
Default: | no |
Applicable to: | TechnoTypes: AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes as well as ObjectTypes: Animations, Projectiles, TMPTiles, OverlayTypes, ParticleSystems, Particles, SmudgeTypes, TerrainTypes and VoxelAnimTypes |
Specifies if an alternate image should be loaded for the object based on the map's theatre. If this is set, the game will discard the SHP extension of the filename and use the same extension this theatre's terrain tiles use. The characters used for each theatre can be found on the Theatres page.
In Red Alert 2/Yuri's Revenge, Theater=yes essentially hardcodes the object to be a terrain object. Ore can spawn and grow in their Foundation range, and they can use the relevant SpawnsTiberium, IsAnimated, AnimationRate, and AnimationProbability flags associated with spawning ore. Furthermore, the game regards them as a 'tree' in terms of pathfinding such that the area in their foundation range becomes unbuildable and impassable to vehicles, but infantry can pass through them. Flags controlling infantry movement through the object, TemperateOccupationBits/SnowOccupationBits, apply. Objects with Theater=yes will furthermore not accept most art flags such as ActiveAnim or Palette.