ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.

Theater

From ModEnc
Revision as of 11:49, 2 July 2021 by McPwny (talk | contribs)
Jump to navigation Jump to search
Tiberian Dawn The Covert Operations Red Alert Counterstrike Aftermath Tiberian Sun Firestorm HyperPatch Red Alert 2 Yuri's Revenge Ares Generals Zero Hour Tiberium Wars Kane's Wrath
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


Although this flag is parsed on all object types, it only works properly on SHP art.

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. Additionaly, the palette used to draw this image will be iso-palette for this theater.

The Theater=yes tag essentially hardcodes the object to be TerrainTypes. Tiberium can spawn and grow in their Foundation range, and they can use the relevant SpawnsTiberium, IsAnimated, AnimationRate, and AnimationProbability associated with spawning tiberium. 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. If the relevant tags TemperateOccupationBits=/SnowOccupationBits are set to high numbers like 7, the infantry will have a hard time leaving the 'tree' area, and if they are low numbers like 0 the infantry will move freely through. Objects with Theater=yes will furthermore not accept most art tags such as ActiveAnim= or Palette=