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Difference between revisions of "NoUseTileLandType"

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(Un-DeeZire'd. The original article was complete nonsense.)
 
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{{DeeZireInclusion}}<br />
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{{Flag
Can be set to 'yes' or 'no' and specifies whether or not this overlay can be 'tiled' in the say way that Ore and Gems can be (which gives the effect that it can 'grow'). This defaults to 'no' and relies on the SHP itself being one of a series with each one having several states which show the overlay in various states of 'growth'. Overall, when set to 'no', this makes the game engine treat the overlay in the same way as isometric tiles used for LAT areas when creating the map. When set to 'yes' the game will simply treat the overlay image as it would a normal SHP based object.
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|name={{PAGENAME}}
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|files={{Ini|Rules}}
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|values={{values|boolean}}
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|default=no
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|types={{categ|OverlayTypes}}
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|ts=yes
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|fs=yes
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|hp=yes
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|ra2=yes
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|yr=yes
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|ares=yes
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}}
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Specifies whether or not this overlay type should override the [[LandTypes|land type]] property of the cell underneath the overlay. Defaults to 'no', meaning the game uses the land type of the tile that occupies the cell.
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If this flag is set, {{f|Land|link}} can be used to specify the land type override for the overlay.

Latest revision as of 20:19, 9 December 2023

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: NoUseTileLandType
File(s): Rules(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: no
Applicable to: OverlayTypes


Specifies whether or not this overlay type should override the land type property of the cell underneath the overlay. Defaults to 'no', meaning the game uses the land type of the tile that occupies the cell.

If this flag is set, Land can be used to specify the land type override for the overlay.