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Difference between revisions of "PipScale"

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m (Power is valid, but does nothing.)
m (Replacing Template:TTL with Template:F.)
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|
 
|
 
|
 
|
|For use with {{TTL|IsMobileEMP}}
+
|For use with {{f|IsMobileEMP|link}}
 
|-
 
|-
 
|<code>none</code>
 
|<code>none</code>
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|[[Image:Game_ra2_yes.png]]
 
|[[Image:Game_ra2_yes.png]]
 
|[[Image:Game_yr_yes.png]]
 
|[[Image:Game_yr_yes.png]]
|For use with {{TTL|Passengers}}
+
|For use with {{f|Passengers|link}}
 
|-
 
|-
 
|<code>ammo</code>
 
|<code>ammo</code>
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|[[Image:Game_ra2_yes.png]]
 
|[[Image:Game_ra2_yes.png]]
 
|[[Image:Game_yr_yes.png]]
 
|[[Image:Game_yr_yes.png]]
|For use with {{TTL|Ammo}}
+
|For use with {{f|Ammo|link}}
 
|-
 
|-
 
|<code>tiberium</code>
 
|<code>tiberium</code>
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|[[Image:Game_ra2_yes.png]]
 
|[[Image:Game_ra2_yes.png]]
 
|[[Image:Game_yr_yes.png]]
 
|[[Image:Game_yr_yes.png]]
|For use with {{TTL|Storage}}
+
|For use with {{f|Storage|link}}
 
|-
 
|-
 
|<code>power</code>
 
|<code>power</code>
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|
 
|
 
|[[Image:Game_yr_yes.png]]
 
|[[Image:Game_yr_yes.png]]
|For use with units having [[weapons]] whose [[warheads]] have {{TTL|MindControl|yes}}
+
|For use with units having [[weapons]] whose [[warheads]] have {{f|MindControl|yes|link}}
 
|}
 
|}
  
 
===Passengers===
 
===Passengers===
{{TTL|PipScale|Passengers}} is typically used for any [[VehicleType]] with {{TTL|Passengers}} to show that there are units inside it. The [[engine]] will always render a number of 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''. The first frame is used to represent empty pips.
+
{{f|PipScale|Passengers|link}} is typically used for any [[VehicleType]] with {{f|Passengers|link}} to show that there are units inside it. The [[engine]] will always render a number of pips equal to {{tt|Passengers}}. [[InfantryTypes]] loaded inside of the unit are represented by the icon determined by {{f|Pip|link}}. VehicleTypes are always represented by the sixth frame of ''pips2.shp''. If a loaded unit's {{f|Size|link}} 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''. The first frame is used to represent empty pips.
  
In {{Yr}} this can also be used to indicate units loaded into a [[BuildingType]] with {{TTL|UnitAbsorb|yes}}, {{TTL|InfantryAbsorb|yes}}, or both set. An absorbed VehicleType is represented by the fifth frame of ''pips.shp'', while the fourth frame is used for InfantryTypes. In this case, the first frame of ''pips.shp'' is used to represent empty pips.
+
In {{Yr}} this can also be used to indicate units loaded into a [[BuildingType]] with {{f|UnitAbsorb|yes|link}}, {{f|InfantryAbsorb|yes|link}}, or both set. An absorbed VehicleType is represented by the fifth frame of ''pips.shp'', while the fourth frame is used for InfantryTypes. In this case, the first frame of ''pips.shp'' is used to represent empty pips.
  
 
===Ammo===
 
===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]].
+
This can be used to display the current number of rounds loaded on a unit with {{f|Ammo|link}}. 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 {{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.
+
In {{Ra2}}, if {{f|PipWrap|0|link}}, 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.
+
If {{tt|PipWrap}} is not <code>0</code>, a more specialized method of displaying ammo pips is used. See {{f|PipWrap|link}} for more information.
  
 
===Tiberium===
 
===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.
+
{{f|PipScale|Tiberium|link}} is used to display the current {{f|Storage|link}} for VehicleTypes with {{f|Harvester|yes|link}} or {{f|Weeder|yes|link}} 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 {{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.
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===Charge===
 
===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.
+
This should only used in {{Fs}} for VehicleTypes with {{f|IsMobileEMP|yes|link}} set. Exactly eight pips will be drawn; each representing 12.5 percent of {{f|MaxCharge|link}}. 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===
 
===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.
+
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 {{f|MindControl|yes|link}} set. {{f|PipScale|MindControl|link}} will display a number of pips equal to {{f|Damage|link}} 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}}.
+
If the mind control weapon also has {{f|InfiniteMindControl|yes|link}} 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 {{f|OverloadDamage|link}}.
  
 
===Power===
 
===Power===
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==See also==
 
==See also==
* {{TTL|PipsDrawForAll}}
+
* {{f|PipsDrawForAll|link}}
* {{TTL|Pip}}
+
* {{f|Pip|link}}

Revision as of 10:25, 27 November 2009

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 IsMobileEMP
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 Passengers
ammo Game ts yes.png Game fs yes.png Game ra2 yes.png Game yr yes.png For use with Ammo
tiberium Game ts yes.png Game fs yes.png Game ra2 yes.png Game yr yes.png For use with Storage
power Game ts yes.png Game fs yes.png Game ra2 yes.png Game yr yes.png No effect
mindcontrol Game yr yes.png For use with units having weapons whose warheads have MindControl=yes

Passengers

PipScale=Passengers is typically used for any VehicleType with Passengers to show that there are units inside it. The engine will always render a number of pips equal to Passengers. InfantryTypes loaded inside of the unit are represented by the icon determined by Pip. VehicleTypes are always represented by the sixth frame of pips2.shp. If a loaded unit's 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. The first frame is used to represent empty pips.

In Yuri's Revenge this can also be used to indicate units loaded into a BuildingType with UnitAbsorb=yes, InfantryAbsorb=yes, or both set. An absorbed VehicleType is represented by the fifth frame of pips.shp, while the fourth frame is used for InfantryTypes. In this case, the first frame of pips.shp is used to represent empty pips.

Ammo

This can be used to display the current number of rounds loaded on a unit with Ammo. 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 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 PipWrap is not 0, a more specialized method of displaying ammo pips is used. See PipWrap for more information.

Tiberium

PipScale=Tiberium is used to display the current Storage for VehicleTypes with Harvester=yes or Weeder=yes 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 IsMobileEMP=yes set. Exactly eight pips will be drawn; each representing 12.5 percent of 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 Yuri's Revenge to display the number of mind-controlled units for an InfantryType, VehicleType, or BuildingType with a weapon whose warhead has MindControl=yes set. PipScale=MindControl will display a number of pips equal to 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 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 OverloadDamage.

Power

Although this is value is parsed, it has no effect in either Tiberian Sun or Red Alert 2.

See also