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This section comprises of a list, numbered starting at '1', of all the 'smudges' in the game. These are used for eye candy purposes to 'decorate' the battlefield with scars such as scorches, burns and craters. These have no effect on other objects. Each smudge type in the list must be defined with its own section in the ART file. Objects from this list are also used by the Craters= and Scorches= statements in the [CombatDamage] section to produce these effects from explosions when called to do so by an animation in the ART file by use of the Craters= and ForceBigCraters= tags.
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This section of [[Rules|rules(md).ini]] lists all SmudgeTypes the game should be able to use. SmudgeTypes not listed here cannot be accessed by the game - they don't exist.
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== Applicable INI Flags ==
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{{Applicable INI Flags}}
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{{:AbstractTypes}}
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{{:ObjectTypes}}
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<onlyinclude>
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{{Applicable INI Flags Header|SmudgeTypes}}
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|-
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| {{Ini|Rules}} || Object's ID || {{f|Crater|link}}  || boolean || 0 ||
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|-
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| {{Ini|Rules}} || Object's ID || {{f|Burn|link}}  || boolean || 0 ||
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|-
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| {{Ini|Rules}} || Object's ID || {{f|Width|link}}  || int || 1 ||
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|-
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| {{Ini|Rules}} || Object's ID || {{f|Height|link}}  || int || 1 ||
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|}
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</onlyinclude>
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[[Category:Rules(md).ini Sections]]
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<!-- [[Category:General Editing Information]] -->

Latest revision as of 10:33, 27 November 2009

This page should correctly be named "[SmudgeTypes]"; it is wrong due to technical restrictions.


This section of rules(md).ini lists all SmudgeTypes the game should be able to use. SmudgeTypes not listed here cannot be accessed by the game - they don't exist.

Applicable INI Flags

These tables show all INI flags applicable1 to SmudgeTypes. 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


SmudgeTypes
INI File Section Key Value Type Default Value Adds to list
Rules(md).ini Object's ID Crater boolean 0
Rules(md).ini Object's ID Burn boolean 0
Rules(md).ini Object's ID Width int 1
Rules(md).ini Object's ID Height int 1