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Maps/Section: Units

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Flag: Maps/Section: Units
File(s): rules(md).ini
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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.




This section simply defines which VehicleTypes are on the map from the start. The section takes the form of a numbered list (the numbering convention is not important but keep them in order to avoid confusion). Each entry in the list takes the following format;-

NUMBER=House,VehicleType,HEALTH,X,Y,DIRECTION,MISSION,TAG ID,A,B,C,D,E

NUMBER
Specifies the number of this object for listing purposes. Each line must have an unused value. Keep these in order, although your numbering convention is not important.

House
Specifies the house from the [Houses] section of the map file which will own this object.

VehicleType
Specifies the VehicleType from the RULES file which is placed on the map.

HEALTH
Percentage of this objects Strength= that it has when placed on the map. 1 is minimum, 256 is 100%.

X
Specifies the X co-ordinate of the object on the map, derived in the same manner as waypoints.

Y
Specifies the Y co-ordinate of the object on the map, derived in the same manner as waypoints.

DIRECTION
Specifies the direction the object is facing - '0' is North East, '32' is East, '64' is South East, '96' is South, '128' is South West, '160' is West, '192' is North West and '224' is North.

MISSION
Specifies the mission to place the unit in. See the AI.INI Guide and the Mission Control section of the RULES.INI Guide for more details of missions.

TAG ID
Specifies the Tag= attached to this object. Put here a tag ID number here if you wish to associate this unit to a trigger. Set this to None for no trigger.

A
Specifies the Group= for this object if part of a TeamType. See the AI.INI Guide for more details on the Group= setting.

B
Can be set to '0' or '1' and specifies whether or not this object is on a bridge. This will force the computer to place this object in the nearest occupiable cell should the bridge be initially defined as destroyed.

C
Specifies the unit number from the [VehicleTypes] list in the RULES file which this unit will aspire to 'follow'. This was used in Tiberian Sun for the trains - ideally, the unit being followed should have IsTrain=true set (see the RULES.INI Guide).

D
Can be set to '0' or '1' and specifies whether or not this object is recruitable by the AI or if it should stay in it's default mission.

E

Can be set to '0' or '1' and specifies whether or not this object is recruitable from the field by the AI for inclusion in it's AITriggerTypes.