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Height

A structure's vertical extent, the number of cell rows a smudge covers, or a generated map's size index.

Structure vertical extent

Specification — Structure vertical extent
Applies to
BuildingType
File
art.ini
Section
[<Image ID>]Image ID: Image= value; ObjectType ID when omitted
Value
integer
When omitted
1

The figure is a count of 200-lepton steps — the engine’s own terrain height level is 104 leptons, so this is not that unit. It is read as a whole number, so a value such as 1.5 in an art entry stores 1.

art.ini
[MYWEAP] ; example war factory, drawn from its own Image ID
Foundation=4x3
Height=2

Three things read it, and none of them is the drawing of the structure itself:

  • The selection brackets and the health pips are laid out from the structure’s dimensions, so the figure decides how tall the bracket drawn around a selected structure rises.
  • A jumpjet works out the level it must fly at from the height of whatever occupies a cell, and a structure reports 200 leptons a step as its bulk there. A moving jumpjet takes the cell ahead’s figure only when that is the larger of the two, and otherwise the average of the cell it is over and the cell ahead.
  • A non-arcing, non-voxel shot at a structure more than 200 leptons above or below the firing turret takes its aim point from this figure rather than from where the shot was aimed, so the projectile is pitched at the top of the structure instead of at its base. That aim point is an absolute height above world zero and carries no term for the ground the structure stands on, so a structure on raised terrain is aimed at below its own roof.

Smudge rows

Specification — Smudge rows
Applies to
SmudgeType
File
rules.ini
Section
[<ObjectType ID>]
Value
integer
When omitted
1

The figure is how many rows of cells the smudge covers. Every cell in the block it would cover has to be flat, unmarked ground that takes a smudge — no ramp, no smudge already, no overlay, and a Morphable=yes tile — or the smudge is rejected before it is placed; only the origin cell is checked against the map bounds. The block is then stamped one cell at a time, and every cell draws the same first frame of the artwork, shifted back to the block’s origin, so one image covers the block rather than a frame per cell.

The figure also sorts craters and scorches into two groups. Only a smudge whose columns and rows are both above one counts as a large one, which is the group a large blast draws from; a small blast draws from the one-by-one smudges, and once the blast measures more than 48 pixels wide and more than 40 pixels tall the size test stops applying at all, so every smudge that can be placed at the spot is eligible.

Generated map height

Specification — Generated map height
Applies to
random map generation
File
map seed file
Section
[RandomMap]
Value
integer
When omitted
UnchangedThe read passes the current setting through, and the generator's settings outlive one map, so an omitted assignment keeps whatever the last map built in this session left behind.

The figure is a size index rather than a cell count. It is divided by three and used to interpolate the generated playable area’s depth between a minimum and a maximum chosen by the player count, so 0 gives the smallest map for that many players and 3 the largest. At two players that range is 50 to 100 cells; it climbs with each further player, reaching 135 to 175 at eight. The generated map itself is twelve rows deeper than the playable area. Map seed files covers the section it is written in.

map seed file
[RandomMap]
NumPlayers=4
Height=3

The figure is held to 0 through 3 only on the dialog path, so a figure written by hand in a seed file reaches the generator as it stands: a larger one extrapolates past the maximum and a negative one shrinks the map below the minimum.