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Difference between revisions of "IsTrain"

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(Updated with new Template)
(Its rewritten now)
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Can be set to 'yes' or 'no' and determines whether or not this VehicleType should be considered a Train. This causes a unit to have several special behaviours in order to act like a train. It causes the unit to be immune to capture by a [[VehicleThief]] type unit as player control can cause the unit to do things that break the illusion of train like behavior. It also prevents the unit turning to a facing that is more than one increment in either direction to the one it is facing per cell travelled and can only turn while moving to an adjacent cell. This prevents it turning back on itself as normal units can but as a real train could not. IsTrain also has the effect of causing any unit in a cell the IsTrain unit is moving into to be destroyed using the warhead specified by [[C4Warhead]]. This flag also determines what units leave a create when destroyed if [[TrainCrate]] flag is set to 'yes' in a map file. The train logic works best when the unit is restricted to a specific terrain type that is laid in one cell "Tracks" for the unit to follow using [[MovementRestrictedTo]]. The terrain type most commonly used for this is RailRoad and is placed using a dedicated overlay set or terrain tiles.
Can be set to 'yes' or 'no' and determines whether or not this VehicleType should be considered a Train which is residual from Tiberian Sun. This forms a special case only for units with the drive Locomotor= and setting this to 'yes' forces the unit to move and remain only on an OverlayType with Land=Railroad set and use the rules for 'tracked' movement rather than 'wheeled'. Setting the TrainCrate= flag to 'yes' in your map file will also result in this unit leaving a crate when it is destroyed. This also prevents the unit from 'turning' to move in a new direction - it will move in the direction faced, along the track, until it reaches it's new designated destination, provided it is on an overlay tile which has Land=Railroad set. NOTE: use of this tag on a standard VehicleType renders the unit able to instantly destroy any other object it comes into contact with - this property is residual from Tiberian Sun where trains would destroy anything that got in their path when driving on a railroad - the result is however that the unit invariably destroys the Factory= from which it is produced.
 

Revision as of 14:54, 23 February 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: IsTrain
File(s): Rules(md).ini
Values: Booleans
Default: no
Applicable to: VehicleTypes



Can be set to 'yes' or 'no' and determines whether or not this VehicleType should be considered a Train. This causes a unit to have several special behaviours in order to act like a train. It causes the unit to be immune to capture by a VehicleThief type unit as player control can cause the unit to do things that break the illusion of train like behavior. It also prevents the unit turning to a facing that is more than one increment in either direction to the one it is facing per cell travelled and can only turn while moving to an adjacent cell. This prevents it turning back on itself as normal units can but as a real train could not. IsTrain also has the effect of causing any unit in a cell the IsTrain unit is moving into to be destroyed using the warhead specified by C4Warhead. This flag also determines what units leave a create when destroyed if TrainCrate flag is set to 'yes' in a map file. The train logic works best when the unit is restricted to a specific terrain type that is laid in one cell "Tracks" for the unit to follow using MovementRestrictedTo. The terrain type most commonly used for this is RailRoad and is placed using a dedicated overlay set or terrain tiles.