Difference between revisions of "Range"
Nighthawk200 (talk | contribs) m (Template Updated) |
m (Removing outdated categ usage, touching up) |
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+ | === On Weapons === | ||
+ | |||
{{flag | {{flag | ||
− | | | + | |values={{Values|float}} |
− | |||
− | |||
|special= -2 (see [[#Special values|{{arr|d}}]]) | |special= -2 (see [[#Special values|{{arr|d}}]]) | ||
|default=? | |default=? | ||
− | |types={{Categ|Weapon|Weapons | + | |types={{Categ|Weapon|Weapons}} |
|ts=yes | |ts=yes | ||
|fs=yes | |fs=yes | ||
Line 14: | Line 14: | ||
}} | }} | ||
− | |||
− | |||
− | |||
{{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. | {{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 | + | Mind that this only applies to non-homing projectiles. Homing projectiles (those which have a positive {{TTL|ROT}} value) can follow their targets all over the map, unless they are tagged as {{TTL|Ranged}}. |
=== On SuperWeaponTypes === | === On SuperWeaponTypes === | ||
− | |||
− | == | + | {{flag |
+ | |values={{Values|float}} | ||
+ | |special= -2 (see [[#Special values|{{arr|d}}]]) | ||
+ | |default=? | ||
+ | |types={{Categ|SuperWeaponTypes}} | ||
+ | |yr=yes | ||
+ | |rp=yes | ||
+ | }} | ||
+ | |||
+ | 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. | ||
+ | |||
=== On Sounds === | === On Sounds === | ||
+ | {{flag | ||
+ | |files={{Categ|ini=sound}} | ||
+ | |values={{Values|float}} | ||
+ | |special= -2 (see [[#Special values|{{arr|d}}]]) | ||
+ | |default=? | ||
+ | |types={{Categ|Sounds}} | ||
+ | |ts=yes | ||
+ | |fs=yes | ||
+ | |ets=yes | ||
+ | |ra2=yes | ||
+ | |yr=yes | ||
+ | |rp=yes | ||
+ | }} | ||
+ | |||
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 /> | 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 | + | 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 {{Sl|Defaults}} section. |
See also the [[Type#sound%28md%29.ini|Type]]= and [[VShift]]= statements. | See also the [[Type#sound%28md%29.ini|Type]]= and [[VShift]]= statements. |
Revision as of 19:56, 4 June 2008
On Weapons
Flag: | Range |
File(s): | rules(md).ini |
Values: | Floating point values: Any decimal number (clearer range should be added in Template:Values). |
Special Values: | -2 (see ↓) |
Default: | ? |
Applicable to: | 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 Template:TTL value) can follow their targets all over the map, unless they are tagged as Template:TTL.
On SuperWeaponTypes
Flag: | Range |
File(s): | rules(md).ini |
Values: | Floating point values: Any decimal number (clearer range should be added in Template:Values). |
Special Values: | -2 (see ↓) |
Default: | ? |
Applicable to: | SuperWeaponTypes |
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.
On Sounds
Flag: | Range |
File(s): | sound(md).ini |
Values: | Floating point values: Any decimal number (clearer range should be added in Template:Values). |
Special Values: | -2 (see ↓) |
Default: | ? |
Applicable to: | 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 [Defaults] section.
See also the Type= and VShift= statements.