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Difference between revisions of "TemperateOccupationBits"

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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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This flag determines if and how a 1x1 [[TerrainTypes|TerrainType]] object allows [[InfantryTypes]] to occupy its cell. The values and their effects are listed below:
  
 
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Revision as of 11:00, 23 October 2016

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: 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 1x1 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.