ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.

Armor

From ModEnc
Revision as of 23:25, 27 April 2008 by Vinifera7 (talk | contribs) (Updated 'n' Stuff)
Jump to: navigation, search

For Difficulties

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: Armor
File(s): rules(md).ini
Values: Floating point values: Any decimal number (clearer range should be added in Template:Values).
Default: 1.0
Applicable to: Difficulty


Damage dealt to player-owned TechnoTypes is divided by this value when the game difficulty setting corresponds with the Difficulty for which this flag is set.


For Houses

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: Armor
File(s): rules(md).ini
Values: Floating point values: Any decimal number (clearer range should be added in Template:Values).
Default: 1.0
Applicable to: Houses


In Red Alert

Template:NeedTesting The Template:TTL of all TechnoTypes owned by this House is multiplied by this value.

In Tiberian Sun

Damage dealt to all TechnoTypes owned by this House is divided by this value.

Country Armor Modifiers in Red Alert 2

Though obsolete in Red Alert 2, several other flags allow for even better control over Country armor modifiers:


For [Powerups]

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: Armor
File(s): rules(md).ini
Values: X,Y,Z,S (For an explanation of this flag's parameters, see [Powerups])
Default: unknown
Applicable to: Powerups


Values for S are Floating point values: Any decimal number (clearer range should be added in Template:Values).


If the unit collecting this powerup crate already has upgraded armor, the crate will give the effect defined by the Money powerup. Otherwise, all units within Template:TTL cells from this powerup crate gain upgraded armor if they haven't already.

In Red Alert

Template:NeedTesting Template:TTL of units with upgraded armor is multiplied by S.

In Tiberian Sun

Damage dealt to units with upgraded armor is multiplied by S. Upgraded units also get an alternate selection box if S is between 0.0 and 1.0.

Fun Fact: The following code is from unmodded Tiberian Sun:

Armor=33,ARMOR,2.0

This means that the armor powerup is actually detrimental, as it causes units to take twice as much damage. A value of 0.5 would yield the intended effect of halving damage received.

In Red Alert 2

Damage dealt to units with upgraded armor is divided by S.


For TechnoTypes

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: Armor
File(s): rules(md).ini
Values: Strings: Normal text. (Limited to: hardcoded values)
Default: none
Applicable to: TechnoTypes:

AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes



For TechnoTypes, this flag specifies the armor class of the object.

Accepted Values

Value Game Availability
none Game ra yes.png Game ts yes.png Game ra2 yes.png
flak Game ra2 yes.png
plate Game ra2 yes.png
light Game ra yes.png Game ts yes.png Game ra2 yes.png
medium Game ra2 yes.png
heavy Game ra yes.png Game ts yes.png Game ra2 yes.png
wood Game ra yes.png Game ts yes.png Game ra2 yes.png
steel Game ra2 yes.png
concrete Game ra yes.png Game ts yes.png Game ra2 yes.png
special_1 Game ra2 yes.png
special_2 Game ra2 yes.png