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Difference between revisions of "TemperateOccupationBits"

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{{DeeZireInclusion}}<br />
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{{Flag
Specific to trees and specifies how many 'bits' high off the ground this object occupies in standard theaters. Assists with drawing logic when objects move 'behind' it. The 'occupied' bits are the parts that a unit cannot move 'through'.<br />
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|name={{PAGENAME}}
<br />
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|files={{Categ|Rules(md).ini}}
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|values={{values|int}}
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|default=7
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|types={{Categ|TerrainTypes}}
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|ra=no
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|cs=no
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|am=no
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|ts=yes
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|fs=yes
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|ets=yes
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|ra2=yes
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|yr=yes
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|rp=yes
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}}
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This flag determines if and how a [[TerrainTypes|TerrainType]] object allows [[InfantryTypes]] to occupy its cell. The values and their effects are listed below:
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{| style="border: 1px dashed #aaa; text-align: center; border-collapse: collapse;" border=1
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|- style="background: #eee;"
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! rowspan=1 | Value
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! colspan=1 | Effect
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|- style="background: #eee;"
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|-
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| style="text-align: center;" | 0
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| style="text-align: left;" | Allows occupation of all south, east and west corners{{Fnl|1}}
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|-
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| style="text-align: center;" | 1
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| style="text-align: left;" | Allows occupation of south and west corners
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|-
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| style="text-align: center;" | 2
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| style="text-align: left;" | Allows occupation of south and east corners
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|-
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| style="text-align: center;" | 3
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| style="text-align: left;" | Allows occupation of only south corner
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|-
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| style="text-align: center;" | 4
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| style="text-align: left;" | Allows occupation of east and west corners
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|-
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| style="text-align: center;" | 5
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| style="text-align: left;" | Allows occupation of only west corner
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|-
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| style="text-align: center;" | 6
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| style="text-align: left;" | Allows occupation of only east corner
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|-
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| style="text-align: center;" | 7
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| style="text-align: left;" | No occupation allowed
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|-
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| style="text-align: center;" | >7
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| style="text-align: left;" | The above pattern repeats itself.
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|}
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==Negative values==
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Negative values have the same pattern but opposite effect as positive values. In other words, TemperateOccupationBits=-1 is the opposite of TemperateOccupationBits=0; Infantry cannot occupy any corner. TemperateOccupationBits=-2 is the opposite of TemperateOccupationBits=1; Infantry can only occupy the east corner. And so on.
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{{Fn|1|InfantryTypes are unique in that they can move between and occupy subunits of a [[cell]]. In TD and RA, there are five subunits; in TS, RA2 and YR, there are four, but only three of these (south, east and west corner) can be occupied, regardless of the cell content.}}

Revision as of 10:58, 23 October 2016

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Flag: TemperateOccupationBits
File(s): Rules(md).ini
Values: Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767.
Default: 7
Applicable to: TerrainTypes


This flag determines if and how a TerrainType object allows InfantryTypes to occupy its cell. The values and their effects are listed below:

Value Effect
0 Allows occupation of all south, east and west corners1
1 Allows occupation of south and west corners
2 Allows occupation of south and east corners
3 Allows occupation of only south corner
4 Allows occupation of east and west corners
5 Allows occupation of only west corner
6 Allows occupation of only east corner
7 No occupation allowed
>7 The above pattern repeats itself.

Negative values

Negative values have the same pattern but opposite effect as positive values. In other words, TemperateOccupationBits=-1 is the opposite of TemperateOccupationBits=0; Infantry cannot occupy any corner. TemperateOccupationBits=-2 is the opposite of TemperateOccupationBits=1; Infantry can only occupy the east corner. And so on.

1 InfantryTypes are unique in that they can move between and occupy subunits of a cell. In TD and RA, there are five subunits; in TS, RA2 and YR, there are four, but only three of these (south, east and west corner) can be occupied, regardless of the cell content.