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Tiberiums

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Revision as of 13:35, 13 April 2008 by DCoder (talk | contribs) (Correcting to template)
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This page should correctly be named "[Tiberiums]"; it is wrong due to technical restrictions.



This section of rules(md).ini is a list of all available Tiberium/Ore/Gem types in the game. What's not listed doesn't get parsed and therefore doesn't exist.

Note that tiberium is a very special type of overlay, and that, while adding new types may be possible, they'll be subject to the same restrictions as the original unused types, Vinifera and Aboreus. And since these two are at least in the game already, it's probably smarter to alter them rather than adding new types.

Applicable INI Flags

These tables show all INI flags applicable1 to Tiberiums. The flags are grouped by the internal classes the flags are inherited from, and then listed in the order they are read in by the game. You can re-sort the rows by column values by clicking the arrow icons in the column headings. Each flag can be clicked to visit its page for detailed information.

Please note that this section is accurate only for Yuri's Revenge. All other C&C games use different sets of flags.

1 "Applicable" in this context means "read from the INI files". Certain flags listed here don't have any effect ingame , but they are read and in certain cases cause a crash if not present. Again, refer to each flag's individual page for detailed information.

AbstractTypes
INI File Section Key Value Type Default Value Adds to list
Rules(md).ini Object's ID Name string(48 symbols) ID
Rules(md).ini Object's ID UIName string(31 symbol) ""


ObjectTypes
INI File Section Key Value Type Default Value Adds to list
Rules(md).ini Object's ID Image string (31 symbol) Object's ID
Rules(md).ini Object's ID AlphaImage string (31 symbol) ""
Rules(md).ini Object's ID CrushSound Sound (128 symbols) ""
Rules(md).ini Object's ID AmbientSound Sound (128 symbols) ""
Rules(md).ini Object's ID Crushable boolean 0
Rules(md).ini Object's ID Bombable boolean 1
Rules(md).ini Object's ID NoSpawnAlt boolean 0
Rules(md).ini Object's ID AlternateArcticArt boolean 0
Rules(md).ini Object's ID RadarInvisible boolean 0
Rules(md).ini Object's ID Selectable boolean 1
Rules(md).ini Object's ID LegalTarget boolean 1
Rules(md).ini Object's ID Armor Armor 0
Rules(md).ini Object's ID Strength int 0
Rules(md).ini Object's ID Immune boolean 0
Rules(md).ini Object's ID Insignificant boolean 0
Rules(md).ini Object's ID HasRadialIndicator boolean 0
Rules(md).ini Object's ID RadialColor Color 0,0,0
Rules(md).ini Object's ID IgnoresFirestorm boolean 0
Art(md).ini Object's Image UseLineTrail boolean 0
Art(md).ini Object's Image LineTrailColor Color 0,0,0
Art(md).ini Object's Image LineTrailColorDecrement int 16
Art(md).ini Object's Image Theater boolean 0
Art(md).ini Object's Image NewTheater boolean 0
Art(md).ini Object's Image Voxel boolean 0


Tiberiums
INI File Section Key Value Type Default Value Adds to list
Rules(md).ini Object's ID Template:TTL int 0
Rules(md).ini Object's ID Template:TTL float 0.1
Rules(md).ini Object's ID Template:TTL int 0
Rules(md).ini Object's ID Template:TTL float 0.1
Rules(md).ini Object's ID Template:TTL int 0
Rules(md).ini Object's ID Template:TTL int 0
Rules(md).ini Object's ID Template:TTL ColorName 0
Rules(md).ini Object's ID Template:TTL vector<Animation> {} +
Rules(md).ini Object's ID Template:TTL int 0


See also

To create a new ore mine spawning a new type of resource, combine both tutorials