Distance within the iso-CnC engine
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| Flag: | Distance within the iso-CnC engine |
| File(s): | rules(md).ini |
| Values: | ERROR – No value types set! Please edit this page and fix the Flag template! |
This entry was copied from DeeZire's Red Alert 2 and Yuris Revenge INI Editing Guide for the sake of completeness. As it is not our intention to rip off DeeZire's work, this article is subject to a re-write and update with the latest community knowledge. For further information, please read Inclusion of The Guide. | |
Red Alert 2 measures distance in any of three ways - pixels, cells and leptons. Pixels are obvious enough and are used when the desired effect/image should be displayed relative to the users screen resolution, since the higher the resolution the more pixels are used to display the screen. This means small images remain small when the screen resolution is decreased for example, and everything remains relative in size. Cells and leptons are Westwood�s own internal formats for distance. A cell is easy enough to work out - deploy a building on a map and you will see how many 'squares' it will occupy - those squares are cells. All infantry occupy one cell (although a special case allows for more than one infantry unit in a cell), and most units occupy one cell (some of the larger voxels occupy 2 or more cells due to their size). Cells are used to define a predetermined size or space for something (e.g. how much of the map a building occupies) regardless of screen resolution, and only one object can occupy a cell at any one time (although there are special exceptions to this). Leptons are used to determine distance between and within cells - 256 leptons (numbered 0-255) is one cell in distance. If you imagine a cube that is 256x256x256 leptons in size, you have the dimensions of a cell. This is used to fine tune animation placement such as turrets and also to determine accuracy and distance of weapon fire.





