|Values:||Unsigned integers: All non-negative whole numbers from 0 to either 32767, 2147483647 or 4294967296.|
This flag controls pip graphics rendering using special logic for units with .
If integer greater than 0, that number of pips will be rendered. The most practical means of understanding which frame of pips2.shp is used for each pip at a given level is to simply see it in action.is set to a positive
The following table shows the relevant frames from pips2.shp in non-expanded Red Alert 2. In Yuri's Revenge an additional frame used for occupancy pips was added in slot 12, so all frames pertaining to are shifted one slot higher. Note that frame numbers start at 0 rather than 1, so frame 3 for example is actually the fourth frame.
To get an impression of how this logic works, assume that a unit has these three lines of code in its Rules(md).ini entry:
Ammo=12 PipScale=Ammo PipWrap=3
The pips will then be rendered as follows, depending on the unit's current ammo level.
It should then be fairly evident that the use ofallows each pip to represent more than just 0 or 1 points of ammo. Each pip represents n−14 ammo points, where n is equal to the frame of pips2.shp used to draw the pip.
The previous example is only one of the many possible ways to configure. However, not all possibilities yield desirable results. A basic rule of thumb is that should be a factor of .
It is also important to note that should the quotient of OS SHP Builder to include the necessary frames beyond frame 18. If the engine tries to draw a pip using a frame that doesn't exist—since the scheme dictates that the pip should represent an amount of ammo points greater than 4—no graphic will be rendered for that pip.divided by be a number greater than 4, pips2.shp will need to be modified using a tool such as
If, this special pip drawing logic will not be used. This is also the default behavior.