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TerrainTypes

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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: TerrainTypes
File(s): rules(md).ini
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This entry was copied from DeeZire's Red Alert 2 and Yuris Revenge INI Editing Guide for the sake of completeness. As it is not our intention to rip off DeeZire's work, this article is subject to a re-write and update with the latest community knowledge.

For further information, please read Inclusion of The Guide.




This section specifies the characteristics of the various terrain types. The primary purpose is to differentiate the movement capabilities of each object dependant upon their Locomotor= CLSID, and also determines if structures can be built on these terrain types. Every object defined within the [OverlayTypes] list must have a Land= statement in its entry which determines the effect that it has on the movement of units that pass over it and whether or not structures can be built (or deployable units deployed) on it. Each Land= type has its own section here defining its characteristics. These can also be used to limit the movement of some units with the MovementRestrictedTo= statement by specifying a land type from here. Red Alert 2 is hard coded to deal with the following land types. NOTE: 'water' is not a land type, although it is a valid MovementZone= and is one reason why ships do not share the normal vehicle Locomotor= CLSID.

[Clear]	normal clear terrain
[Road] roads (both dirt and paved)
[Rock] rocky terrain (including rocks themselves)
[Beach] where water joins land
[Rough] rough terrain (debris for example)
[Ice] ice covering water (although this may be disabled in Red Alert 2)
[Railroad] railroads. Residual from Tiberian Sun, although it is not known if this logic still works in Red Alert 2
[Tunnel] tunnels under cliffs etc. The tunnel logic does work in Red Alert 2
Each of the statements in the entry for each land type details a SpeedType= and the percentage adjustment to the speed of a unit moving over this land type that has that particular SpeedType= assigned. A land type that has 0% assigned to a particular SpeedType= will result in the player getting the 'no move' cursor when they try to move the unit with that SpeedType= onto it. Exceptions to this are the 'ship' and 'teleport' locomotor CLSID's which are hard coded differently. Note that all values here default to 100% which means there is no effect on that SpeedType= by this land type, so omitting an entry for a particular SpeedType= means that the land type will have no effect on it. Note also that some units make use of different SpeedTypes= from which their Locomotor= CLSID defaults to - see the AircraftTypes, VehicleTypes and InfantryTypes sections of this guide for more details.