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Difference between revisions of "PowersUpToLevel"

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Specifies the 'power level' (not to be confused with [[power]]) to which this upgrade powers up the parent building. In cases where the parent building allows for multiple upgrades, this defines which upgrade-plug on the building this upgrade slots into. A value of -1 means the upgrade is placed to the first available slot, while positive values correspond to specific upgrade graphics and positions on the structure as defined with the [[PowerUp1Anim|PowerUpNAnim]], [[PowerUp1AnimDamaged|PowerUpNAnimDamaged]], [[PowerUp1LocXX|PowerUpNLocXX]], [[PowerUp1LocYY|PowerUpNLocYY]], and [[PowerUp1LocZZ|PowerUpNLocZZ]] statements in [[art.ini]], as well as certain [[hardcoded]] functions (see [[PowersUpToLevel#levels|levels]] below).
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Specifies the number for this power up or upgrade that gets plugged into the slots of parent bulding. A value of -1 means the upgrade is placed to the first available slot, while positive values correspond to specific upgrade graphics and positions on the parent structure as defined with the [[PowerUp1Anim|PowerUpNAnim]], [[PowerUp1AnimDamaged|PowerUpNAnimDamaged]], [[PowerUp1LocXX|PowerUpNLocXX]], [[PowerUp1LocYY|PowerUpNLocYY]], and [[PowerUp1LocZZ|PowerUpNLocZZ]] flags in [[art.ini]].
  
==Levels==
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While the simultaneous firing of both [[Primary]] and [[Secondary]] weapons is applicable to all the upgrade numbers, in TS there is [[hardcoded]] restriction for the Component Tower to not allow this for PowersUpToLevel=2 and PowersUpToLevel=3 as those are coded for RPG and SAM Upgrades.
In Tiberian Sun, PowersUpToLevel=1 has a unique [[hardcoded]] feature which enables the upgrade to fire its [[Primary]] and [[Secondary]] weapons (if it has any) simultaneously. This includes spawning all the appropriate [[projectile|projectiles]] and [[anim|muzzle animations]]. For example in the vanilla game, this allows the Component Tower's twin-barreled Vulcan Cannon upgrade fire both guns at once.
 
  
A similar effect can be achieved with just one weapon and a [[burst]] multiplier, but the bursts are always fired in succession instead of simultaneously, meaning there is always at least a one-frame delay between the bursts.
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[[Primary]] and [[Secondary]] usually have same weapons when used in upgrades. There are issues if different weapons are used as those would show the firing cursor depending on the range of the weapons but have problems in actually firing.
  
Below is a snippet from the TS [[rules.ini]]:
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See also [[Upgrades]].
<pre>[GAVULC]
 
PowersUpBuilding=gactwr
 
PowersUpToLevel=1
 
Primary=VulcanTower
 
Secondary=VulcanTower</pre>
 
 
 
Note however that the Primary and Secondary do '''not''' have to be the same for this to work.
 

Revision as of 17:09, 30 August 2017

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: PowersUpToLevel
File(s): rules(md).ini
Values: signed integers
Applicable to: BuildingTypes (upgrades)


Specifies the number for this power up or upgrade that gets plugged into the slots of parent bulding. A value of -1 means the upgrade is placed to the first available slot, while positive values correspond to specific upgrade graphics and positions on the parent structure as defined with the PowerUpNAnim, PowerUpNAnimDamaged, PowerUpNLocXX, PowerUpNLocYY, and PowerUpNLocZZ flags in art.ini.

While the simultaneous firing of both Primary and Secondary weapons is applicable to all the upgrade numbers, in TS there is hardcoded restriction for the Component Tower to not allow this for PowersUpToLevel=2 and PowersUpToLevel=3 as those are coded for RPG and SAM Upgrades.

Primary and Secondary usually have same weapons when used in upgrades. There are issues if different weapons are used as those would show the firing cursor depending on the range of the weapons but have problems in actually firing.

See also Upgrades.