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Crew System

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Revision as of 15:17, 16 September 2007 by 217.245.122.1 (talk)
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This page explains how the Crew System (survivors from destroyed objects) works.

if this object has crew which can escape
 then
  roll a random number
  if it is larger than a certain percentage
   then
    multiply the object's cost by the survivor rate
    divide this over the appropriate divisor
    round that amount up and spend it on the appropriate survivor infantry
Whether this object has crew which can escape is determined by
Template:TTL in the object
The chance of them escaping is determined by
[[[
Template
TTL]]]Template:TTL
The infantry that escaped is determined by
in RA
Hardcoded to E1
in TS
[[[
Template
TTL]]]Template:TTL, Template:TTL, Template:TTL
in RA2/YR
[[[
Template
TTL]]]Template:TTL, Template:TTL, and side-specific Template:TTL/Template:TTL/(in YR) Template:TTL.
The amount of survivors is determined by
in RA
[[[
Template
TTL]]]Template:TTL
in TS
[[[
Template
TTL]]]Template:TTL and Template:TTL
in RA2/YR
[[[
Template
TTL]]]Template:TTL and side-specific Template:TTL/Template:TTL/(in YR) Template:TTL

Notes

  • The Template:TTL infantry is created only from destroyed Construction Yards, separately from the regular survivors, free of charge.
  • The Template:TTL infantry is created when the destroyed object performed a special function such as Radar=yes.
  • Survivors from jumpjet VehicleTypes are spawned in the air, but magically appears on ground level when you attempt to move it.
  • If the vehicle is in motion when it is destroyed, survivors will not be spawned.
  • Regardless of settings, VehicleTypes and AircraftTypes(RA) seem limited to one survivor per object.
  • In RA, the survivors from AircraftTypes were spawned as parachuters falling down, however, the logic appears to have been removed from the later games, and AircraftTypes never spawn survivors.