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

Difference between revisions of "NavalTargeting"

From ModEnc
Jump to: navigation, search
 
m (Testing new values limitations =D)
 
(4 intermediate revisions by 3 users not shown)
Line 1: Line 1:
{{DeeZireInclusion}}<br />
+
{{Flag
Used as an over-ride on this object to determine whether or not it is allowed to target naval based objects and if so which type it can target. This logic was necessitated by the fact that Red Alert 2 introduced naval-only and underwater units. Can be set to any of the following;-<br />
+
|values={{Values|unsigned integers|0 to 7}}
<br />
+
|default=0
0=UNDERWATER_NEVER<br />
+
|types={{CatAllTypes}}
Unit cannot fire at objects with Underwater=yes set<br />
+
|ra2=yes
<br />
+
|yr=yes
1=UNDERWATER_SECONDARY<br />
+
|rp=yes
Can only will fire at Underwater=yes with its Secondary= weapon<br />
+
}}
<br />
+
This flag determines whether an object can fire on naval units (as opposed to land units) or not. It has several more options to choose from than <tt>[[LandTargeting]]</tt>, and YR expanded it by one more, adding the possible restriction to only use the primary weapon on naval targets.
2=UNDERWATER_ONLY<br />
+
 
Can only fire at units with Underwater=yes set<br />
+
This flag, along with <tt>LandTargeting</tt>, was likely introduced because technically, ships are ground-level units as well, and a simple AG=yes <strike>would have</strike> does allow Submarines, for example, to fire torpedoes through the water, over the ground, into a tank. This, of course, is not desired. Therefore, the additional target area distinction between "Land" and "Naval" was created. The originally intended <tt>AN</tt> and <tt>AS</tt> were probably dismissed because they were not "complex" enough, allowing only a simple "Can fire on submarines? Yes." rather than something like "Can fire on submarines? Yes, but only with it's Secondary.".
<br />
+
 
3=ORGANIC_SECONDARY<br />
+
 
Only fires at units with Organic=yes set with its Secondary= weapon<br />
+
{| align="center" cellpadding="4" class="table_descrowdesccol"
<br />
+
!Value
4=SEAL_SPECIAL<br />
+
!Basic game interpretation
Uses Primary= on units with MovementZone=Amphibious and/or Organic=yes set, and uses Secondary= on units with Naval=yes and/or Underwater=yes but not Organic=yes set.<br />
+
!Explanation from rules
<br />
+
|-
5=NAVAL_ALL<br />
+
!0
Uses Primary= on everything with Naval=yes set.<br />
+
|UNDERWATER_NEVER
<br />
+
|Can't shoot at all at underwater
6=NAVAL_NONE<br />
+
|-
Is not allowed to shoot any naval targets.<br />
+
!1
<br />
+
|UNDERWATER_SECONDARY
7=NAVAL_PRIMARY (YR)<br />
+
|Use Second weapon against underwater
Uses Primary= on Naval=yes target and Secondary= on land based target. Can cause confusion if an amphibious target is chosen.
+
|-
 +
!2
 +
|UNDERWATER_ONLY
 +
|Can only shoot underwater
 +
|-
 +
!3
 +
|ORGANIC_SECONDARY
 +
|Use second Weapon on organic
 +
|-
 +
!4
 +
|SEAL_SPECIAL
 +
|Primary on Amphibious and organic, Second on Naval and underwater-not-organic
 +
|-
 +
!5
 +
|NAVAL_ALL
 +
|Go ahead and shoot everything with Primary¹
 +
|-
 +
!6
 +
|NAVAL_NONE
 +
|Don't even shoot into the water
 +
|-
 +
!7{{yro}}
 +
|NAVAL_PRIMARY
 +
|Able to shoot ground target with secondary weapon, but Naval is the primary target²
 +
|}
 +
 
 +
 
 +
'''UNDERWATER_*''' refers to units with <tt>[[Underwater]]=yes</tt> set.<br>
 +
'''ORGANIC_*''' refers to units with <tt>[[Organic]]=yes</tt> set.<br>
 +
'''NAVAL_*''' refers to units with <tt>[[Naval]]=yes</tt> set.
 +
 
 +
 
 +
¹ <small>'''Note:''' According to [[DeeZire's Red Alert 2 and Yuris Revenge INI Editing Guide|The Guide]], this actually only means that everything with <tt>Naval=yes</tt> set will be attacked with the primary weapon. That leaves the secondary undocumented. It ''could'' mean a boomer, was it set <tt>NavalTargeting=5</tt>, would shoot torpedos on ships, but fire Cruise Missiles to kill Robot Tanks, Amphibious Transporters and Tanyas in the water. This, however, is pure speculation by this revision's author.</small><br>
 +
² <small>'''Also note''' that [[DeeZire]] mentioned a <tt>NavalTargeting=7</tt> unit could get confused if ordered to attack amphibious units.</small>
 +
 
 +
==Primary/Secondary Land/Naval issues==
 +
NavalTargeting=1
 +
LandTargeting=2
 +
 
 +
NavalTargeting=3
 +
LandTargeting=2
 +
 
 +
NavalTargeting=7
 +
LandTargeting=1
 +
 
 +
NavalTargeting=4
 +
LandTargeting=2
 +
This section is just ment to show that Naval- &amp; LandTargeting aren't mutually exclusive, and can confuse the hell out of you as well as the game. Apart from the usual checks, you should watch them double closely if you're doing any extended Primary/Secondary magic.
 +
 
 +
==See also==
 +
*[[LandTargeting]]
 +
*[[AA]]/[[AG]]'s notes on paratroopers.

Latest revision as of 21:03, 21 April 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: NavalTargeting
File(s): rules(md).ini
Values: Unsigned integers: All non-negative whole numbers from 0 to either 32767, 2147483647 or 4294967295. (Limited to: 0 to 7)
Default: 0
Applicable to: TechnoTypes:

AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes



This flag determines whether an object can fire on naval units (as opposed to land units) or not. It has several more options to choose from than LandTargeting, and YR expanded it by one more, adding the possible restriction to only use the primary weapon on naval targets.

This flag, along with LandTargeting, was likely introduced because technically, ships are ground-level units as well, and a simple AG=yes would have does allow Submarines, for example, to fire torpedoes through the water, over the ground, into a tank. This, of course, is not desired. Therefore, the additional target area distinction between "Land" and "Naval" was created. The originally intended AN and AS were probably dismissed because they were not "complex" enough, allowing only a simple "Can fire on submarines? Yes." rather than something like "Can fire on submarines? Yes, but only with it's Secondary.".


Value Basic game interpretation Explanation from rules
0 UNDERWATER_NEVER Can't shoot at all at underwater
1 UNDERWATER_SECONDARY Use Second weapon against underwater
2 UNDERWATER_ONLY Can only shoot underwater
3 ORGANIC_SECONDARY Use second Weapon on organic
4 SEAL_SPECIAL Primary on Amphibious and organic, Second on Naval and underwater-not-organic
5 NAVAL_ALL Go ahead and shoot everything with Primary¹
6 NAVAL_NONE Don't even shoot into the water
7Yro.png NAVAL_PRIMARY Able to shoot ground target with secondary weapon, but Naval is the primary target²


UNDERWATER_* refers to units with Underwater=yes set.
ORGANIC_* refers to units with Organic=yes set.
NAVAL_* refers to units with Naval=yes set.


¹ Note: According to The Guide, this actually only means that everything with Naval=yes set will be attacked with the primary weapon. That leaves the secondary undocumented. It could mean a boomer, was it set NavalTargeting=5, would shoot torpedos on ships, but fire Cruise Missiles to kill Robot Tanks, Amphibious Transporters and Tanyas in the water. This, however, is pure speculation by this revision's author.
² Also note that DeeZire mentioned a NavalTargeting=7 unit could get confused if ordered to attack amphibious units.

Primary/Secondary Land/Naval issues

NavalTargeting=1
LandTargeting=2
NavalTargeting=3
LandTargeting=2
NavalTargeting=7
LandTargeting=1
NavalTargeting=4
LandTargeting=2

This section is just ment to show that Naval- & LandTargeting aren't mutually exclusive, and can confuse the hell out of you as well as the game. Apart from the usual checks, you should watch them double closely if you're doing any extended Primary/Secondary magic.

See also