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VariableNames

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Flag: VariableNames
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 is used to determine the global variable names used throughout the single player campaigns. These must be constant throughout all scenarios based on these rules. These are numbered starting from zero. Do not change the number values or else all pre-existing triggers using them will break. There should be no need to amend, edit or change these - they are best left alone. If you need to set your own variables you can do so through individual map files with the use of Local variables (see the Map Editing Guide). You can however define new Globals here and in conjunction with the relevant map file Action= this could provide a crude means of ensuring that your map(s) can only be used with your mod.
This section specifies the various general behaviour characteristics of the missions that objects can be assigned. Each of the game objects must be in a mission at all times. The mission behaviour is generally hard coded, but there are some behaviour characteristics that can be overridden. Don't modify these or bad crashiness (and at best unpredictable/undesired effects) will result. Each mission to which an object can be assigned can have its own section defined here which will over-write the default values. Red Alert 2 allows the following missions for objects;-

[Sleep]			object sits around and plays dead, will not acquire targets
[Attack] special attack mission used by AI team type logic
[Move] simply moving to destination
[QMove] special move to destination after other queued moves occur
[Retreat] object runs away (may even leave the map)
[Guard] object sits around and will engage an enemy that falls within its weapon range
[Sticky] just like guard mode, except the object will engage enemies but not pursue them
[Enter] enter building or transport
[Capture] engineer entry logic
[Eaten] when object is being repaired (applies only to structures)
[Harvest] the loop controlling harvesting of Ore and dumping at a Refinery
[Area Guard] guard the general area where the object starts at
[Return] return to co-ordinating object (e.g. spawned object returns to the spawner)
[Stop] stop moving or firing at the first available opportunity
[Ambush] unused, its effects are unknown
[Hunt] scan for and attack enemies wherever they may be on the map
[Unload] while dropping off cargo (e.g. Landing Craft unloading passengers)
[Sabotage] unit runs to place C4 on a building or Ivan goes to place bomb on object
[Construction] structures use this when building up after initial placement
[Selling] structures use this for deconstruction after being sold
[Repair] used when repairing an object (e.g. Service Depot)
[Rescue] special team over-ride mission
[Missile] Nuke Silo special launch missile mission
[Harmless] object doesn't fire and is not considered in any threat scan
[Open] while opening or closing a gate to allow passage
[Patrol] patrol a series of waypoints
[Paradrop Approach] object is approaching the paradrop site
[Paradrop Overfly] object is flying over the paradrop site (i.e. dropping the paratroopers)
[Wait] paused and awaiting next mission

(YR) [Spyplane Approach]object is flying towards target

(YR) [Spyplane Overfly] object is flying over the target