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

Distance within the iso-CnC engine

From ModEnc
Revision as of 17:52, 5 May 2006 by DCoder (talk | contribs)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search
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: Distance within the iso-CnC engine
File(s): rules(md).ini
Values: ERROR – No value types set! Please edit this page and fix the Flag template!

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.




Red Alert 2 measures distance in any of three ways -- deploy a building on a map and you will see how many 'squares' it will occupy - those squares are cells. All infantry occupy one cell (although a special case allows for more than one infantry unit in a cell), and most units occupy one cell (some of the larger voxels occupy 2 or more cells due to their size). Cells are used to define a predetermined size or space for something (e.g. how much of the map a building occupies) regardless of screen resolution, and only one object can occupy a cell at any one time (although there are special exceptions to this). Leptons are used to determine distance between and within cells - 256 leptons (numbered 0-255) is one cell in distance. If you imagine a cube that is 256x256x256 leptons in size, you have the dimensions of a cell. This is used to fine tune animation placement such as turrets and also to determine accuracy and distance of weapon fire.