Agent: Difference between revisions
en>Nighthawk200 Don't remove the flag template. Also, added note on Radar and Power infiltrations. |
Rain-Islet (talk | contribs) m [bot] Batch update {{Bugs}} templates. |
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{{flag | {{flag | ||
|name={{PAGENAME}} | |name={{PAGENAME}} | ||
|files=rules | |files={{categ|ini=rules}} | ||
|values={{Values|booleans}} | |values={{Values|booleans}} | ||
|default=no | |default=no | ||
|types=InfantryTypes | |types={{categ|InfantryTypes}} | ||
|ts=yes | |ts=yes | ||
|fs=yes | |fs=yes | ||
|ra2=yes | |ra2=yes | ||
|yr=yes | |yr=yes | ||
| | }} | ||
This tag designates that an [[InfantryTypes|infantry]] can 'spy' rather than attack enemy [[BuildingTypes|buildings]]. The <tt>Agent</tt> will also require {{f|Infiltrate|yes|link}} set, to gain the ability to enter enemy structures. | |||
The methods and results of this varies between games, but there are specific building categories that yield results, the table below will explain those categories: | |||
{| class="wikitable" | |||
|- | |||
! Category !! Criteria | |||
|- | |||
| Power Plant || Building with <tt>Power=</tt> value greater than zero. | |||
|- | |||
| Barracks || Building with <tt>Factory=InfantryType</tt> set. | |||
|- | |||
| Factory || Building with <tt>Factory=UnitType</tt> set. | |||
|- | |||
| Radar || Building with <tt>Radar=yes</tt>, does not apply to <tt>SpySat=yes</tt>. | |||
|- | |||
| Refinery/Storage || Building with <tt>Refinery=yes</tt>, or has <tt>Storage=</tt> value greater than zero. | |||
|- | |||
| Tech Centre/Lab || Building listed in <tt>BuildTech=</tt> under [General]. | |||
|- | |||
| Super Weapons || Building with an attached <tt>SuperWeapon=</tt> listed under [SuperWeaponTypes]. | |||
|- | |||
|} | |||
== In {{ts}} == | |||
Upon entering the building categories listed below, the <tt>Agent</tt> will enable the following effects: | |||
= | {| class="wikitable" | ||
|- | |||
! Category !! Infiltration Effect | |||
|- | |||
| [[Power]] || Shows the power levels of the infiltrated player. | |||
|- | |||
| [[Refinery]] || The infiltrating player can will get to see the amount of credits belonging the player whose refinery was infiltrated. | |||
|- | |||
| [[Barracks]] || See Factory. | |||
|- | |||
| [[Factory]] || The cameo of the unit the target player is currently constructing, will be displayed to the infiltrating player. The cameo will be shown above the factory anytime the infiltrated building is selected by the infiltrating player. The cameo will however be displayed in a wrong (PALETTE.PAL) palette. Red Alert 1 used the same palette for cameos, and this function is a left-over from then. | |||
|- | |||
| [[Radar]] || The infiltrating player will not only see all terrain the owner of the infiltrated building has discovered so far, but will also see all terrain that player discovers ''after'' his building was infiltrated. A bug in this logic makes the terrain that is discovered by other players also visible. | |||
|- | |||
|} | |||
In TS, this is only used on the Chameleon Spy, which is only available to the player in one single player mission in the original game. In this mission, the logic does not show its entire potential, because the mission objective is the infiltration of only one structure. The functionality is actually much more extensive, and might hint to a feature that the game designers possibly planned, but cut from the final game. | |||
=={{bugs}}== | |||
Note that this logic may cause [[Internal Error|IEs]] when <tt>Agent</tt> is combined with [[Engineer]], [[C4]] sapper or [[Thief]] (deprecated) at the same time. | |||
In | == In {{ra2}} == | ||
<tt>Agent</tt> specifies that this infantry is a 'Spy' and buildings meeting the above criteria must also have {{f|Spyable|yes|link}}. Unlike in TS, the RA2 Spy can actually harm the enemy player, or give tangible benefits rather than just information about the enemy. The effects are listed below: | |||
{| class="wikitable" | |||
|- | |||
! Category !! Infiltration Effect | |||
|- | |||
| [[Power]] || The power generation for the targeted player will cease for a period of time, slowing production/construction, and disabling some defenses. The duration of the blackout is dictated by the [[SpyPowerBlackout]] value under [General]. | |||
|- | |||
| [[Refinery]] || If the infiltrating 'Spy' has {{F|Thief|yes|link}} set, it will steal an amount of credits belonging the player whose refinery was infiltrated. The amount stolen is dictated by the [[SpyMoneyStealPercent]] value under [General]. | |||
|- | |||
| [[Barracks]] || The infiltrating player will gain automatic [[Veterancy|Veteran]] promotion on all infantry produced at their own barracks, provided they have {{f|Trainable|yes|link}}. The cameos on the sidebar will be updated to show their [[AltCameo]] listed in {{ini|art}} to reflect this. | |||
|- | |||
| [[Factory]] || The infiltrating player will gain automatic [[Veterancy|Veteran]] promotion on all vehicles produced at their own factories, provided they have {{f|Trainable|yes|link}}. This does not apply to Naval Yards producing [[Naval]] units. The cameos on the sidebar will be updated to show their [[AltCameo]] listed in {{ini|art}} to reflect this. | |||
|- | |||
| [[Radar]] || The infiltrating player will not only see all terrain the owner of the infiltrated building has discovered so far, but will also see all terrain that player discovers ''after'' his building was infiltrated. A bug in this logic makes the terrain that is discovered by other players also visible. | |||
|- | |||
| Tech || See: [[Stolen Tech Logic]]. | |||
|- | |||
| [[SuperWeaponTypes|Super Weapons]] || The infiltrating player will deactivate the enemy Super Weapon building for a period of time. The duration has no explicit setting. | |||
|- | |||
|} | |||
<br> | |||
New to RA2 and YR, The [[EVA]] will announce the effects of the infiltration to both the attacker and the target players, with specific voice lines each condition. See the table below for the EVA sound entries each player hears, after the initial <tt>EVA_BuildingInfiltrated</tt> sound: | |||
{| class="wikitable" | |||
|- | |||
! Category !! Attacking Player !! Target Player | |||
|- | |||
| [[Power]] || EVA_EnemyBasePoweredDown || EVA_PowerSabotaged | |||
|- | |||
| [[Refinery]] || EVA_BuildingInfCashStolen || EVA_CashStolen | |||
|- | |||
| [[Barracks]] || EVA_NewTechnologyAcquired || EVA_TechnologyStolen | |||
|- | |||
| [[Factory]] || EVA_NewTechnologyAcquired || EVA_TechnologyStolen | |||
|- | |||
| [[Radar]] || EVA_BuildingInfRadarSabotaged || EVA_RadarSabotaged | |||
|- | |||
| Tech || EVA_NewTechnologyAcquired || EVA_TechnologyStolen | |||
|- | |||
|} | |||
When the 'tech' buildings are infiltrated, such as [GATECH] or [NATECH], more than likely it will unlock 'stolen tech' units, which will lead to [[EVA_NewConstructionOptions]] playing afterwards. | |||
== | =={{bugs}}== | ||
{{ | A unit with <tt>Agent=yes</tt> cannot also have {{f|Assaulter|yes|link}}, the tags conflict with each other. | ||
If an infantry has both <tt>Agent=yes</tt> and a weapon (primary or secondary) with {{f|IvanBomb|yes|link}}, it will prefer to use its weapon on buildings when ordered to attack, instead of infiltrating the target building. | |||
If an infantry has both <tt>Agent=yes</tt> and {{f|C4|yes|link}}, it will prefer to use C4 rather than infiltrate a structure. Even if the building has {{f|CanC4|no|link}}, the infantry will still try to destroy it unsuccessfully. | |||
==See Also== | |||
[[Disguise Logic]] | |||
[[VehicleThief]] | |||
[[Factory]] | |||
[[BuildCat]] | |||
Latest revision as of 17:07, 2 July 2025
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| Flag: | Agent |
| File(s): | rules(md).ini |
| Values: | Boolean values: yes or no, true or false, 1 or 0 |
| Default: | no |
| Applicable to: | InfantryTypes |
This tag designates that an infantry can 'spy' rather than attack enemy buildings. The Agent will also require Infiltrate=yes set, to gain the ability to enter enemy structures.
The methods and results of this varies between games, but there are specific building categories that yield results, the table below will explain those categories:
| Category | Criteria |
|---|---|
| Power Plant | Building with Power= value greater than zero. |
| Barracks | Building with Factory=InfantryType set. |
| Factory | Building with Factory=UnitType set. |
| Radar | Building with Radar=yes, does not apply to SpySat=yes. |
| Refinery/Storage | Building with Refinery=yes, or has Storage= value greater than zero. |
| Tech Centre/Lab | Building listed in BuildTech= under [General]. |
| Super Weapons | Building with an attached SuperWeapon= listed under [SuperWeaponTypes]. |
In Tiberian Sun
Upon entering the building categories listed below, the Agent will enable the following effects:
| Category | Infiltration Effect |
|---|---|
| Power | Shows the power levels of the infiltrated player. |
| Refinery | The infiltrating player can will get to see the amount of credits belonging the player whose refinery was infiltrated. |
| Barracks | See Factory. |
| Factory | The cameo of the unit the target player is currently constructing, will be displayed to the infiltrating player. The cameo will be shown above the factory anytime the infiltrated building is selected by the infiltrating player. The cameo will however be displayed in a wrong (PALETTE.PAL) palette. Red Alert 1 used the same palette for cameos, and this function is a left-over from then. |
| Radar | The infiltrating player will not only see all terrain the owner of the infiltrated building has discovered so far, but will also see all terrain that player discovers after his building was infiltrated. A bug in this logic makes the terrain that is discovered by other players also visible. |
In TS, this is only used on the Chameleon Spy, which is only available to the player in one single player mission in the original game. In this mission, the logic does not show its entire potential, because the mission objective is the infiltration of only one structure. The functionality is actually much more extensive, and might hint to a feature that the game designers possibly planned, but cut from the final game.
Bugs/Side-Effects/Unexpected Limitations
Note that this logic may cause IEs when Agent is combined with Engineer, C4 sapper or Thief (deprecated) at the same time.
In Red Alert 2
Agent specifies that this infantry is a 'Spy' and buildings meeting the above criteria must also have Spyable=yes. Unlike in TS, the RA2 Spy can actually harm the enemy player, or give tangible benefits rather than just information about the enemy. The effects are listed below:
| Category | Infiltration Effect |
|---|---|
| Power | The power generation for the targeted player will cease for a period of time, slowing production/construction, and disabling some defenses. The duration of the blackout is dictated by the SpyPowerBlackout value under [General]. |
| Refinery | If the infiltrating 'Spy' has Thief=yes set, it will steal an amount of credits belonging the player whose refinery was infiltrated. The amount stolen is dictated by the SpyMoneyStealPercent value under [General]. |
| Barracks | The infiltrating player will gain automatic Veteran promotion on all infantry produced at their own barracks, provided they have Trainable=yes. The cameos on the sidebar will be updated to show their AltCameo listed in art(md).ini to reflect this. |
| Factory | The infiltrating player will gain automatic Veteran promotion on all vehicles produced at their own factories, provided they have Trainable=yes. This does not apply to Naval Yards producing Naval units. The cameos on the sidebar will be updated to show their AltCameo listed in art(md).ini to reflect this. |
| Radar | The infiltrating player will not only see all terrain the owner of the infiltrated building has discovered so far, but will also see all terrain that player discovers after his building was infiltrated. A bug in this logic makes the terrain that is discovered by other players also visible. |
| Tech | See: Stolen Tech Logic. |
| Super Weapons | The infiltrating player will deactivate the enemy Super Weapon building for a period of time. The duration has no explicit setting. |
New to RA2 and YR, The EVA will announce the effects of the infiltration to both the attacker and the target players, with specific voice lines each condition. See the table below for the EVA sound entries each player hears, after the initial EVA_BuildingInfiltrated sound:
| Category | Attacking Player | Target Player |
|---|---|---|
| Power | EVA_EnemyBasePoweredDown | EVA_PowerSabotaged |
| Refinery | EVA_BuildingInfCashStolen | EVA_CashStolen |
| Barracks | EVA_NewTechnologyAcquired | EVA_TechnologyStolen |
| Factory | EVA_NewTechnologyAcquired | EVA_TechnologyStolen |
| Radar | EVA_BuildingInfRadarSabotaged | EVA_RadarSabotaged |
| Tech | EVA_NewTechnologyAcquired | EVA_TechnologyStolen |
When the 'tech' buildings are infiltrated, such as [GATECH] or [NATECH], more than likely it will unlock 'stolen tech' units, which will lead to EVA_NewConstructionOptions playing afterwards.
Bugs/Side-Effects/Unexpected Limitations
A unit with Agent=yes cannot also have Assaulter=yes, the tags conflict with each other.
If an infantry has both Agent=yes and a weapon (primary or secondary) with IvanBomb=yes, it will prefer to use its weapon on buildings when ordered to attack, instead of infiltrating the target building.
If an infantry has both Agent=yes and C4=yes, it will prefer to use C4 rather than infiltrate a structure. Even if the building has CanC4=no, the infantry will still try to destroy it unsuccessfully.





