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Difference between revisions of "PipScale"

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(Added Charge (FS value) and changed Default to 'none', 'null' is usually the default on animations.)
(De-DZed.. damn this took a long time..)
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|name=PipScale
 
|name=PipScale
 
|files={{ini|rules}}
 
|files={{ini|rules}}
|values=Passengers, Ammo, Power, Tiberium, MindControl
+
|values={{Values|strings|hardcoded values{{Sup|[[{{PAGENAME}}#Accepted_values|{{Arr|d}}]]}}}}
 
|default=none
 
|default=none
 +
|types={{CatAllTypes}}
 
|ts=yes
 
|ts=yes
 
|fs=yes
 
|fs=yes
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|rp=yes
 
|rp=yes
 
}}
 
}}
{| style="float: right;" cellpadding="4" class="table_descrowdesccol "
+
 
 +
This flag is used to display a special type of graphical representation on certain units. This usually indicates a unit's current load of passengers, ammunition, or harvested ore. Each icon representing a portion of the load is referred to as a "pip".
 +
 
 +
==Accepted values==
 +
All values are case-insensitive. Any other values will simply be ignored.
 +
{| cellpadding="5" class="table_descrow"
 
!Value
 
!Value
!TS
+
!colspan=4|Game Availability
!FS
+
!Remarks
!RA2
 
!YR
 
 
|-
 
|-
!Passengers
+
|<code>charge</code>
|Yes
+
|
|Yes
+
|[[Image:Game_fs_yes.png]]
|Yes
+
|
|Yes
+
|
 +
|For use with {{TTL|IsMobileEMP}}
 
|-
 
|-
!Ammo
+
|<code>none</code>
|Yes
+
|[[Image:Game_ts_yes.png]]
|Yes
+
|[[Image:Game_fs_yes.png]]
|Yes
+
|[[Image:Game_ra2_yes.png]]
|Yes
+
|[[Image:Game_yr_yes.png]]
 +
|Default behavior&mdash;no pips are displayed
 
|-
 
|-
!Power
+
|<code>passengers</code>
|Yes
+
|[[Image:Game_ts_yes.png]]
|Yes
+
|[[Image:Game_fs_yes.png]]
|No
+
|[[Image:Game_ra2_yes.png]]
|No
+
|[[Image:Game_yr_yes.png]]
 +
|For use with {{TTL|Passengers}}
 
|-
 
|-
!Tiberium
+
|<code>ammo</code>
|Yes
+
|[[Image:Game_ts_yes.png]]
|Yes
+
|[[Image:Game_fs_yes.png]]
|Only on harvesters
+
|[[Image:Game_ra2_yes.png]]
|Only on harvesters
+
|[[Image:Game_yr_yes.png]]
 +
|For use with {{TTL|Ammo}}
 
|-
 
|-
!MindControl
+
|<code>tiberium</code>
|No
+
|[[Image:Game_ts_yes.png]]
|No
+
|[[Image:Game_fs_yes.png]]
|No
+
|[[Image:Game_ra2_yes.png]]
|Yes
+
|[[Image:Game_yr_yes.png]]
 +
|For use with {{TTL|Storage}}
 
|-
 
|-
!Charge
+
|<code>mindControl</code>
|No
+
|
|Yes
+
|
|No
+
|
|No
+
|[[Image:Game_yr_yes.png]]
 +
|For use with units having [[weapons]] whose [[warheads]] have {{TTL|MindControl|yes}}
 
|}
 
|}
Specifies the type of "pips" used on this object. It can be set to Passengers, Ammo, MindControl or Power. <br>A value of Tiberium is only applicable on BuildingTypes which have Refinery=yes or Weeder=yes set or VehicleTypes which have Harvester=yes or Weeder=yes set, though it can only be set on BuildingTypes in TS/FS, as the silo logic was removed from RA2/YR.<br> In Yuri's Revenge, this can also be set to MindControl (for multiple mind control units such as the Mastermind). <br>In Firestorm, this flag could also be set to Charge, for use with the Mobile EMP logic. When the amount of 'charge' reached full, the uncharged VehicleType would change to the charged version.
+
 
{{Clr}}
+
===Passengers===
 +
{{TTL|PipScale|Passengers}} is typically used for any [[VehicleType]] with {{TTL|Passengers}} to show that there are units inside it. The [[engine]] will render pips equal to {{tt|Passengers}}. [[InfantryTypes]] loaded inside of the unit are represented by the icon determined by {{TTL|Pip}}. VehicleTypes are always represented by the sixth frame of ''pips2.shp''. If a loaded unit's {{TTL|Size}} is larger than one, it will take up that many pips, with each pip beyond the first drawn using the fourth frame of ''pips2.shp''.
 +
 
 +
===Ammo===
 +
This can be used to display the current number of rounds loaded on a unit with {{TTL|Ammo}}. This is typically used for [[AircraftTypes]], but it will display properly for any [[TechnoType]].
 +
 
 +
In {{Ts}}, the seventh frame of ''pips2.shp'' is used to display the unit's current ammo supply. The engine will only draw up to five ammo pips individually. If the unit's total {{tt|Ammo}} is over five, each pip represents 20 percent. Nothing will be drawn to represent empty pips.
 +
 
 +
In {{Ra2}}, if {{TTL|PipWrap|0}}, the 14th frame of ''pips2.shp'' is used instead, and an individual pip will be drawn for each ammo point. Nothing will be drawn to represent empty pips.
 +
 
 +
If {{tt|PipWrap}} is not <code>0</code>, a more specialized method of displaying ammo pips is used. See {{TTL|PipWrap}} for more information.
 +
 
 +
===Tiberium===
 +
{{TTL|PipScale|Tiberium}} is used to display the current {{TTL|Storage}} for VehicleTypes with {{TTL|Harvester|yes}} or {{TTL|Weeder|yes}} set. Exactly five pips are rendered. The third frame of ''pips2.shp'' is used to represent stored ore in {{Ra2}}. In {{Ts}}, the second frame of ''pips2.shp'' is used for green Tiberium and veins. For gems (or blue Tiberium in TS), the sixth frame of ''pips2.shp'' is used. The first frame of ''pips2.shp'' is always used to represent an empty pip.
 +
 
 +
In {{Yr}}, this is also used to display the current {{tt|Storage}} for InfantryTypes that can gather ore in an enslaved state. The pips are rendered in the same way as they are for VehicleTypes, but only three are used instead.
 +
 
 +
In {{Ts}}, this is also used to display [[Tiberium]] storage for [[BuildingTypes]] such as refineries and silos. In this case, the second frame of ''pips.shp'' is used, while the first frame is used for empty pips. The [[engine]] will draw as many pips as it takes to span the selection box.
 +
 
 +
===Charge===
 +
This should only used in {{Fs}} for VehicleTypes with {{TTL|IsMobileEMP|yes}} set. Exactly eight pips will be drawn; each representing 12.5 percent of {{TTL|MaxCharge}}. The second frame of ''pips2.shp'' is used for complete portions of the full charge, while the first frame is used for the incomplete portions.
 +
 
 +
===MindControl===
 +
This is only used in {{Yr}} to display the number of mind-controlled units for an InfantryType, VehicleType, or BuildingType with a [[weapon]] whose [[warhead]] has {{TTL|MindControl|yes}} set. {{TTL|PipScale|MindControl}} will display a number of pips equal to {{TTL|Damage}} set on the mind control weapon. The second frame of ''pips2.shp'' (or ''pips.shp'' for BuildingTypes) is used to represent each mind-controlled unit, while the first frame is used for empty pips.
 +
 
 +
If the mind control weapon also has {{TTL|InfiniteMindControl|yes}} set and the controlling unit controls more units than it has pips, an additional pip will be drawn to represent "mind-control overload". This pip will use the fifth frame of ''pips2.shp'' (or ''pips.shp'' for BuildingTypes), but will briefly switch to the fourth frame each time the controlling unit takes damage specified by {{TTL|OverloadDamage}}.
 +
 
 +
==See also==
 +
* {{TTL|PipsDrawForAll}}
 +
* {{TTL|Pip}}

Revision as of 18:46, 2 May 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: PipScale
File(s): rules(md).ini
Values: Strings: Normal text. (Limited to: hardcoded values)
Default: none
Applicable to: TechnoTypes:

AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes



This flag is used to display a special type of graphical representation on certain units. This usually indicates a unit's current load of passengers, ammunition, or harvested ore. Each icon representing a portion of the load is referred to as a "pip".

Accepted values

All values are case-insensitive. Any other values will simply be ignored.

Value Game Availability Remarks
charge Game fs yes.png For use with Template:TTL
none Game ts yes.png Game fs yes.png Game ra2 yes.png Game yr yes.png Default behavior—no pips are displayed
passengers Game ts yes.png Game fs yes.png Game ra2 yes.png Game yr yes.png For use with Template:TTL
ammo Game ts yes.png Game fs yes.png Game ra2 yes.png Game yr yes.png For use with Template:TTL
tiberium Game ts yes.png Game fs yes.png Game ra2 yes.png Game yr yes.png For use with Template:TTL
mindControl Game yr yes.png For use with units having weapons whose warheads have Template:TTL

Passengers

Template:TTL is typically used for any VehicleType with Template:TTL to show that there are units inside it. The engine will render pips equal to Passengers. InfantryTypes loaded inside of the unit are represented by the icon determined by Template:TTL. VehicleTypes are always represented by the sixth frame of pips2.shp. If a loaded unit's Template:TTL is larger than one, it will take up that many pips, with each pip beyond the first drawn using the fourth frame of pips2.shp.

Ammo

This can be used to display the current number of rounds loaded on a unit with Template:TTL. This is typically used for AircraftTypes, but it will display properly for any TechnoType.

In Tiberian Sun, the seventh frame of pips2.shp is used to display the unit's current ammo supply. The engine will only draw up to five ammo pips individually. If the unit's total Ammo is over five, each pip represents 20 percent. Nothing will be drawn to represent empty pips.

In Red Alert 2, if Template:TTL, the 14th frame of pips2.shp is used instead, and an individual pip will be drawn for each ammo point. Nothing will be drawn to represent empty pips.

If PipWrap is not 0, a more specialized method of displaying ammo pips is used. See Template:TTL for more information.

Tiberium

Template:TTL is used to display the current Template:TTL for VehicleTypes with Template:TTL or Template:TTL set. Exactly five pips are rendered. The third frame of pips2.shp is used to represent stored ore in Red Alert 2. In Tiberian Sun, the second frame of pips2.shp is used for green Tiberium and veins. For gems (or blue Tiberium in TS), the sixth frame of pips2.shp is used. The first frame of pips2.shp is always used to represent an empty pip.

In Yuri's Revenge, this is also used to display the current Storage for InfantryTypes that can gather ore in an enslaved state. The pips are rendered in the same way as they are for VehicleTypes, but only three are used instead.

In Tiberian Sun, this is also used to display Tiberium storage for BuildingTypes such as refineries and silos. In this case, the second frame of pips.shp is used, while the first frame is used for empty pips. The engine will draw as many pips as it takes to span the selection box.

Charge

This should only used in Firestorm for VehicleTypes with Template:TTL set. Exactly eight pips will be drawn; each representing 12.5 percent of Template:TTL. The second frame of pips2.shp is used for complete portions of the full charge, while the first frame is used for the incomplete portions.

MindControl

This is only used in Yuri's Revenge to display the number of mind-controlled units for an InfantryType, VehicleType, or BuildingType with a weapon whose warhead has Template:TTL set. Template:TTL will display a number of pips equal to Template:TTL set on the mind control weapon. The second frame of pips2.shp (or pips.shp for BuildingTypes) is used to represent each mind-controlled unit, while the first frame is used for empty pips.

If the mind control weapon also has Template:TTL set and the controlling unit controls more units than it has pips, an additional pip will be drawn to represent "mind-control overload". This pip will use the fifth frame of pips2.shp (or pips.shp for BuildingTypes), but will briefly switch to the fourth frame each time the controlling unit takes damage specified by Template:TTL.

See also