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Difference between revisions of "CliffBackImpassability"

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(Time to be random. Updating with DCoder's info.)
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{{DeeZireInclusion}}<br />
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{{Flag
Determines how 'impassable' the terrain is behind cliffs, 0 being minimal and 2 being maximal, in other words how many cells away from the edge of a cliff a structure can be placed or a unit can move to.
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|name={{PAGENAME}}
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|files={{Categ|ini=rules}}
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|types={{Categ|General}}
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|values={{values|unsigned integers}}
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|ts=yes
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|fs=yes
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|ets=yes
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|ra2=yes
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|yr=yes
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|rp=yes
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}}
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This flag determines how impassable the terrain behind cliffs is. Basically, the flag controls how far away from the edge of a cliff a structure has to be placed, or how near to the edge of a cliff a unit can move. 2 is the only value that will work correctly, as the game will then assume that all cliffs are 4 cells high.

Revision as of 17:20, 19 June 2008

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: CliffBackImpassability
File(s): rules(md).ini
Values: Unsigned integers: All non-negative whole numbers from 0 to either 32767, 2147483647 or 4294967295.
Applicable to: General


This flag determines how impassable the terrain behind cliffs is. Basically, the flag controls how far away from the edge of a cliff a structure has to be placed, or how near to the edge of a cliff a unit can move. 2 is the only value that will work correctly, as the game will then assume that all cliffs are 4 cells high.