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MaxPips

Added in 0.2.0

How many pips a selected object's pip row holds.

Specification
Applies to
AircraftTypeBuildingTypeInfantryTypeUnitType
File
rules.ini
Section
[<ObjectType ID>]
Value
integer
When omitted
Context-dependentThe length the object's pip scale gives. That is five for `Tiberium`, ten for `Power` and eight for `Charge`, and for `Ammo` and `Passengers` it is the type's `Ammo` or `Passengers` value, at most five. A structure using `Tiberium` or `Power` gets six pips per cell of footprint width instead.
rules.ini
[MYAPC] ; a UnitType registered in [VehicleTypes]
Passengers=12
PipScale=Passengers
MaxPips=12

MaxPips sets how many pips the row has, replacing the default length of the type’s PipScale. The example transport shows twelve passenger pips instead of five. A type with no PipScale has no row, so the key does nothing for it.

Some rows stay capped by another value:

  • Under PipScale=Ammo or PipScale=Passengers, the row holds at most the type’s Ammo or Passengers value. MaxPips=20 on a transport with Passengers=6 draws six pips.
  • On a structure under PipScale=Tiberium, the row holds at most the structure’s Storage, or [General] WeedCapacity on a Weeder=yes structure.

On a structure under PipScale=Tiberium or PipScale=Power, the key replaces the default of six pips per cell of footprint width.

Under PipScale=Power, no pips are drawn unless the type also sets Passengers above 0. Such a type shows passenger pips across the length PipScale=Power gives.

A negative value counts as 0, which leaves the row with no pips.

History

  1. Added0.2.0In development

    Let a type set how many pips its row has