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Difference between revisions of "Range"

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(-2 doesn't work in TS)
(Added SuperWeaponTypes Meaning, merged range(sound))
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{{flag
 
{{flag
 
|name=Range
 
|name=Range
|files={{Categ|rules(md).ini}}
+
|files={{Categ|rules(md).ini}}, {{Categ|sound(md).ini}}
 
|values=float
 
|values=float
|special=-2 (see [[#Special values|below]])
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|special= -2 (see [[#Special values|{{arr|d}}]])
 
|default=?
 
|default=?
|types={{Categ|Weapon|Weapons}}
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|types={{Categ|Weapon|Weapons}}, {{yro}}{{Categ|SuperWeaponTypes}}, {{Categ|Sounds}}
|games=[[TS]], [[RA2]], [[YR]]
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|games=[[TS]], [[FS]], [[RA2]], [[YR]]
 
}}
 
}}
  
<tt>Range=</tt> defines the distance (in cells) that a weapon can travel (aka the distance from the firing point to the impact point [in 3D, so it makes a difference for targets in different altitudes]). It takes a positive floating point value as literal distance, and, starting with RA2, [[#Special values|-2]] as a special value.
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== In {{ini|rules}} ==
 +
 
 +
=== On Weapons ===
 +
{{TTL|Range}} defines the distance (in cells) that a weapon can travel (aka the distance from the firing point to the impact point [in 3D, so it makes a difference for targets in different altitudes]). It takes a positive floating point value as literal distance, and, starting with RA2, [[#Special values|-2]] as a special value.
  
 
Mind that this only applies to non-homing projectiles. Homing projectiles (those which have a positive <tt>[[ROT]]=</tt> value) can follow their targets all over the map, unless they are tagged as <tt>[[Ranged]]=</tt>.
 
Mind that this only applies to non-homing projectiles. Homing projectiles (those which have a positive <tt>[[ROT]]=</tt> value) can follow their targets all over the map, unless they are tagged as <tt>[[Ranged]]=</tt>.
  
== Special values ==
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=== On SuperWeaponTypes ===
''In RA2/YR only'', <tt>Range=-2</tt> is a special value indicating infinite range.
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{{yro}} Specifies the radius (in cells) of the "area effect indicator" that is displayed when a player is targeting this Super Weapon. Note that this is just a  visual effect, and doesn't actually influence the Super Weapon's area of effect.
 
 
{{meanings|sound(md).ini}}
 
  
== Allied General notes ==
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== In {{ini|sound}} ==
 +
=== On Sounds ===
 +
Some sounds should be heard by players regardless of their current screen position ("Kirov reporting", for example), while other sounds should only be heard within a certain radius from their point of origin (Machinegun impact sound, for example). In the second case, the Range= in the sound's section defines that radius. <br />
 +
If you don't specify a Range= when a game is expecting it, it will default to the Range= value of the {{ini|sound}}'s [{{TTL|Defaults}}] section.
  
Range is the maximum distance that a weapon can travel across the RA2 battlefield.
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See also the [[Type#sound%28md%29.ini|Type]]= and [[VShift]]= statements.
  
The maximum for "normal" weapons is 255 whilst -2 is used for special spawn, scanning logic.
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== Special values ==
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In ''RA2/YR only'', {{TTL|Range|-2}} is a special value indicating infinite range.

Revision as of 12:42, 10 September 2006

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: Range
File(s): rules(md).ini, sound(md).ini
Values: float
Special Values: -2 (see )
Default: ?
Applicable to: Weapons, Yro.pngSuperWeaponTypes, Sounds


In rules(md).ini

On Weapons

Template:TTL defines the distance (in cells) that a weapon can travel (aka the distance from the firing point to the impact point [in 3D, so it makes a difference for targets in different altitudes]). It takes a positive floating point value as literal distance, and, starting with RA2, -2 as a special value.

Mind that this only applies to non-homing projectiles. Homing projectiles (those which have a positive ROT= value) can follow their targets all over the map, unless they are tagged as Ranged=.

On SuperWeaponTypes

Yro.png Specifies the radius (in cells) of the "area effect indicator" that is displayed when a player is targeting this Super Weapon. Note that this is just a visual effect, and doesn't actually influence the Super Weapon's area of effect.

In sound(md).ini

On Sounds

Some sounds should be heard by players regardless of their current screen position ("Kirov reporting", for example), while other sounds should only be heard within a certain radius from their point of origin (Machinegun impact sound, for example). In the second case, the Range= in the sound's section defines that radius.
If you don't specify a Range= when a game is expecting it, it will default to the Range= value of the sound(md).ini's [[[:Template:TTL]]] section.

See also the Type= and VShift= statements.

Special values

In RA2/YR only, Template:TTL is a special value indicating infinite range.