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PowersUpToLevel

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Revision as of 08:35, 29 August 2017 by Crimsonum (talk | contribs) (Added information about hardcoded elements)
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Flag: PowersUpToLevel
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 which upgrade-plug this structure slots into. A value of -1 means 'the first available slot' with other values corresponding to specific upgrade positions on the structure as defined with the PowerUpNLocXX=, PowerUpNLocYY= and PowerUpNLocZZ= statements in ART.INI.

Notes

In Tiberian Sun, PowersUpToLevel=1 has a unique hardcoded feature which makes the building able to fire its Primary and Secondary weapons (if it has any) simultaneously. This includes spawning all the appropriate projectiles and muzzle animations. For example in the vanilla game, this allows the Component Tower's twin-barreled Vulcan Cannon upgrade fire both guns at once.

A similar effect can be achieved with just one weapon and a burst multiplier, but the bursts are always fired in succession instead of simultaneously, meaning there is always at least a one-frame delay between the bursts.

Below is a snippet from the TS rules.ini:

[GAVULC]
PowersUpBuilding=gactwr
PowersUpToLevel=1
Primary=VulcanTower
Secondary=VulcanTower

Note however that the Primary and Secondary do not have to be the same for this to work.