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Difference between revisions of "FirersPalette"

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(Altered the article, since FirersPalette=yes does not really make projectile use the palette of firing object, but rather the unit palette which is used for most objects with weapons in vanilla game.)
 
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{{DeeZireInclusion}}<br />
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{{Flag
Can be set to 'yes' or 'no' and specifies that the game's palette Convert Class should be used to display the projectile image in the same palette as the object that fired it. This causes the projectile to be drawn using the relevant unit palette (which also makes the projectile color remapable). See the ART.INI Guide for more details.
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|name={{PAGENAME}}
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|files={{Categ|Rules(md).ini}}
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|values=boolean
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|default=no
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|types={{Categ|Projectile|Projectiles}}
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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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If set, the projectile will be drawn in the unit palette regardless of the settings in projectile image code. This also makes the projectile remappable.
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'''Note:''' Voxel-based projectiles are always remapped to orange rather than the appropriate house colour.

Latest revision as of 18:11, 1 February 2013

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: FirersPalette
File(s): Rules(md).ini
Values: boolean
Default: no
Applicable to: Projectiles


If set, the projectile will be drawn in the unit palette regardless of the settings in projectile image code. This also makes the projectile remappable.

Note: Voxel-based projectiles are always remapped to orange rather than the appropriate house colour.