Skip to content

NewINIFormat

Changed in 0.1.0

The layout revision the rest of the map file is read in.

Specification
Applies to
scenarios
File
map file
Section
[Basic]
Value
integer
When omitted
0The read substitutes a literal 0 rather than keeping the value the previous map established, so an absent key always selects the oldest layout.
map file
[Basic]
NewINIFormat=4

The number is read from [Basic] before any of the map’s contents and then consulted by each section that carries positions. Two thresholds matter.

Above 1, the overlay layer is taken from the compressed [OverlayPack] and [OverlayDataPack] blocks. At 1 or below neither block is opened and there is no other path into the overlay layer, so the map loads with no Tiberium, no walls and no overlay bridges.

At 4 or above, an object placement record carries its cell as two separate columns, and the cell numbers that key the terrain and cell-tag sections are read as x + y * 1000. Below 4 a placement record carries a single packed number and a cell key is read as x + y * 128, a form no map wider than 128 cells can express.

The same threshold decides the cell a Move to Cell script line names, for every script the scenario brings in — the ones the map declares and the ones it inherits from the rules’ AI file alike. That one cell is converted as the line is read rather than as the team acts on it, because this number does not travel into a save game and would no longer be there to consult.

The map editor always writes 4.

History

  1. Changed0.1.0In development

    Decode Move to Cell on the width its file declares