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

Difference between revisions of "Foundation"

From ModEnc
Jump to: navigation, search
(Rewrite (link style update))
Line 1: Line 1:
{{flag|name=Foundation|files=art(md).ini|values=see below|special=None|default=1x1|types=BuildingTypes|games=TS, FS, RA2, YR}}
+
{{Flag
 +
|name={{PAGENAME}}
 +
|files={{Categ|Art(md).ini}}
 +
|values=hardcoded strings, see below
 +
|special=None
 +
|default=1x1
 +
|types={{Categ|BuildingTypes}}
 +
|games=[[TS]], [[RA2]], [[YR]]
 +
}}
  
Foundation= defines the footprint of buildings, in other words, how many cells will it take up.  
+
{{TTL|Foundation}} defines the footprint of buildings, in other words, how many cells will it take up.  
  
 
Possible values (the first number defines cell count along the NW-SE axis, the second - along the NE-SW axis) are:<br>
 
Possible values (the first number defines cell count along the NW-SE axis, the second - along the NE-SW axis) are:<br>
0x0, 6x4, 3x4, 4x4, 5x3, 2x5, 2x6, 1x5, 1x4, 4x3, 3x1, 1x3, 3x3Refinery, 4x2, 3x5, 3x3, 3x2, 2x3, 2x2, 1x2, 2x1, 1x1
+
0x0, 6x4, 3x4, 4x4, 5x3, 2x5, 2x6, 1x5, 1x4, 4x3, 3x1, 1x3, 3x3Refinery, 4x2, 3x5, 3x3, 3x2, 2x3, 2x2, 1x2, 2x1, 1x1
  
 
'''Note''': You cannot make up other foundations, because these are actually hardcoded in the EXE, and only appear to be modifiable.
 
'''Note''': You cannot make up other foundations, because these are actually hardcoded in the EXE, and only appear to be modifiable.
Line 26: Line 34:
  
 
Added by Tratos 02/03/06
 
Added by Tratos 02/03/06
 
[[Category:INI Flags]]
 
[[Category:art(md).ini Flags]]
 
[[Category:BuildingTypes Flags]]
 

Revision as of 09:36, 11 June 2006

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: Foundation
File(s): Art(md).ini
Values: hardcoded strings, see below
Special Values: None
Default: 1x1
Applicable to: BuildingTypes


Template:TTL defines the footprint of buildings, in other words, how many cells will it take up.

Possible values (the first number defines cell count along the NW-SE axis, the second - along the NE-SW axis) are:

0x0, 6x4, 3x4, 4x4, 5x3, 2x5, 2x6, 1x5, 1x4, 4x3, 3x1, 1x3, 3x3Refinery, 4x2, 3x5, 3x3, 3x2, 2x3, 2x2, 1x2, 2x1, 1x1

Note: You cannot make up other foundations, because these are actually hardcoded in the EXE, and only appear to be modifiable.

3x3Refinery

3x3Refinery is a special case. All other foundations are rectangles, this one has a free cell in the center of the third row. See the sketch below:

--/\--
-/\/\-
/\/\/\
\/\/\/
-\/\--
--\/--

Note: This foundation, albeit mentioning Refinery in the name, will not work for a Refinery, because the harvester's docking point inside a refinery is hardcoded to be the second cell in the fourth row, as it is in TS and RA2.

Construction Yards

Construction yards seem to be a special case when using foundations. A construction yard will always use the foundation set in the art entry of either [GACNST], [NACNST] or [YACNST]. Even if you change the image= tag on a construction yard it will still use the foundation set in the above art.ini entries.

Also, the AI seems to have a problem using a construction yard with any foundation smaller than 2x2, it will deploy the construction yard but will not build anything. This was only tested on construction yards but may also apply to other factory types, such as war factory's or naval yards.

Added by Tratos 02/03/06