I can only tell from TS, and there Walls are a special case.
Since they are Overlays, they do not follow the usual Armor and Strength rules of BuildingTypes. Many BuildingType specific keys also don't apply to Overlays, thus i'm pretty sure you can't make them immune.
e.g. in TS i tried to make a wall very strong, but even with Strength=2000, the wall was sometimes damaged by only 2 or 3 shots.
It seems that the Strength factor is only reducing the chance of being damaged with each shot.
The only way i found to create immune walls is to make them no walls.
Wall=no
Then they are usual Overlays which are immune by default.
Since the connecting wall logic isn't working anymore, you can this way use them only in FinalAlert, by placing the right Overlay frame.
Hint: Overlays can use multiple frames in one SHP, even if they aren't using Wall logic.
FinalSun shows all the frames and you can place the individual frames. Not sure if FinalAlert allows this too, since FinalAlert has many stupid hardcoded restrictions compared to FinalSun. _________________ SHP Artist of Twisted Insurrection: Nod buildings
FinalSun shows all the frames and you can place the individual frames. Not sure if FinalAlert allows this too, since FinalAlert has many stupid hardcoded restrictions compared to FinalSun.
It does and i'll try. I hope it'll solve the problem.
Edit: Looks like it doesn't work. It causes misalgnment and palette problems. Palette=unit and AltPalette=yes doesn't work.
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Sun Dec 13, 2015 3:47 pm Post subject:
Lenghty answer, and I hope not too confusing:
The characteristics of a wall in the game can potentially be controlled by two sections in rulesmd.ini (unlike any other building or unit, which only has one section). One section controls the availability (Owner, Prerequisite, Cost, etc) and the artwork to be used for the wall. This section ONLY matters until the wall is actually placed on the ground (apart from the Image= tag, which continues to be used).
The SECOND section a wall can use (and this is usually set to an ID identical to the first section, but not necessarily so) is the section defined by ToOVerlay= in the artmd.ini entry of the Image= tag of the first section. As a wall gets placed on the map, it is converted to the Overlay type and will not use the Strength defined in the first section, but will use the Strength of the section defined as ToOverlay.
Because in all unmodded walls, ToOverlay is set to the same ID as the first section, the rulesmd.ini entry of a Wall type is both a BuildingType entry and an Overlay entry.
To edit the Strength of a wall, you need to look at what's set as ToOverlay= in that wall's artmd.ini entry. The ID that you find there is what you need to look up in rulesmd.ini and change the Strength= of.
Example:
This would mean that you can edit the Strength of NAWALL directly by editing the NAWALL entry, because building NAWALL actually places the same object as an Overlay:
Code:
rules:
[NAWALL]
Image=NAWALL
Strength=200
art:
[NAWALL]
ToOverlay=NAWALL
Example #2:
This, however, would mean that editing the Strength of NAWALL would do nothing, and you have to edit the Strength of QYWALL, because building NAWALL actually converts to Overlay QYWALL when placed on the map:
Code:
rules:
[NAWALL]
Image=QYWALL
Strength=200
[QYWALL]
Strength=500
art:
[NAWALL]
ToOverlay=QYWALL
Not sure if this solves the issue, but if you have not thought of this yet, it's worth a try.
Other than that, I don't understand why you are not using Wall=no on all warheads for that map, sorry. To prevent the AI getting confused by that, change all 'Destroyer' MovementZones to 'Normal'. _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
Edit: Looks like it doesn't work. It causes misalgnment and palette problems. Palette=unit and AltPalette=yes doesn't work.
misalignment can be easily fixed with SHP Builder (move it 12 pixel up for TS and should be 15 pixel up for RA2)
Overlays (not following any special logic) use by default iso*.pal
Their art.ini entry also doesn't allow any palette switching (afaik).
But you can change the palette of the SHP, so you have a special SHP for immune walls. _________________ SHP Artist of Twisted Insurrection: Nod buildings
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