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m [bot] Batch update {{Bugs}} templates.
 
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|name={{PAGENAME}}
|name={{PAGENAME}}
|files={{Categ|Rules(md).ini}}
|files={{Categ|Rules(md).ini}}
|values={{values|float}}
|values=|values=(0-100)
|special=
|special=
|default=none
|default=0
|types={{Categ|JumpjetControls}}, {{Categ|InfantryTypes}}, {{Categ|VehicleTypes}}, {{Categ|AircraftTypes}}, {{Categ|BuildingTypes}}, {{Categ|WeaponTypes}}
|types={{Categ|JumpjetControls}}, {{Categ|InfantryTypes}}, {{Categ|VehicleTypes}}, {{Categ|AircraftTypes}}, {{Categ|BuildingTypes}}, {{Categ|Weapons}}
|ra=yes
|ra=yes
|cs=yes
|cs=yes
Line 11: Line 11:
|ts=yes
|ts=yes
|fs=yes
|fs=yes
|ets=yes
|ra2=yes
|ra2=yes
|yr=yes
|yr=yes
|rp=yes
}}
}}
== On Unit Types ==
Specifies the movement speed of this unit, subject to 'land characteristics' which can set different speed modifiers per [[SpeedType]], when passing over different [[LandTypes]].


== On ObjectTypes ==
== On Weapon Projectiles ==
Specifies the top speed a projectile will have after being fired, subject to [[Acceleration]] rate if present. This only works on projectiles with a [[ROT]] greater than 0. The value will also be ignored if the weapon is used as an [[AirburstWeapon]].


Specifies the movement speed of this ObjectType.
== [JumpJetControls] ==
Specifies the speed of units flying using the Jumpjet locomotor in {{ts}}.


== On WeaponTypes ==
In {{ra2}}, [[JumpJet]] units have to define [[JumpjetSpeed]] instead, as long as they use the correct [[Locomotor]], using the wrong one will fallback to using the <tt>Speed=</tt> value.
Specifies the speed the weapon's projectile will have when fired. This only works on projectiles with a [[ROT]] larger than 0.


== On JumpJet Controls ==
== [Powerups] ==
<tt>Speed</tt> is used differently here, as it's a crate property chance, see: [[Powerups]].


Specifies the default speed of JumpJet units. Individual units can override this using the {{TTL|JumpjetSpeed}} flag.
=={{Bugs}}==
 
While {{ra}} does not have explicit <tt>Locomotor</tt> settings, if any [[InfantryTypes|infantry]] has too high of a <tt>Speed=</tt> value, it will move erratically. This restriction is the same as <tt>Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}</tt>.
== In Powerups ==
 
{{Flag
|name={{PAGENAME}}
|files={{Categ|Rules(md).ini}}
|values={{values|special}}
|special=
|default=none
|types={{Categ|Powerups}}
|ra=yes
|cs=yes
|am=yes
|ts=yes
|fs=yes
|ets=yes
|ra2=yes
|yr=yes
|rp=yes
}}
 
See [{{TTL|Powerups}}].

Latest revision as of 17:53, 2 July 2025

Tiberian Dawn Red Alert Tiberian Sun Firestorm Red Alert 2 Yuri's Revenge
Flag: Speed
File(s): Rules(md).ini
Values: (0-100)
Default: 0
Applicable to: JumpjetControls, InfantryTypes, VehicleTypes, AircraftTypes, BuildingTypes, Weapons


On Unit Types

Specifies the movement speed of this unit, subject to 'land characteristics' which can set different speed modifiers per SpeedType, when passing over different LandTypes.

On Weapon Projectiles

Specifies the top speed a projectile will have after being fired, subject to Acceleration rate if present. This only works on projectiles with a ROT greater than 0. The value will also be ignored if the weapon is used as an AirburstWeapon.

[JumpJetControls]

Specifies the speed of units flying using the Jumpjet locomotor in Tiberian Sun.

In Red Alert 2, JumpJet units have to define JumpjetSpeed instead, as long as they use the correct Locomotor, using the wrong one will fallback to using the Speed= value.

[Powerups]

Speed is used differently here, as it's a crate property chance, see: Powerups.

Bugs/Side-Effects/Unexpected Limitations

While Red Alert does not have explicit Locomotor settings, if any infantry has too high of a Speed= value, it will move erratically. This restriction is the same as Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}.