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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
0An absent key gives 0, the oldest layout. The previous map's value does not carry over.
map file
[Basic]
NewINIFormat=4

The value selects how the rest of the map file stores the overlay layer and cell positions. The game reads it from [Basic] before any of the map’s contents. Two thresholds matter, and no value above 4 changes anything further.

Above 1, the overlay layer is read from the [OverlayPack] and [OverlayDataPack] sections. At 1 or below, the map has no overlay layer at all: no Tiberium, no walls, no overlay bridges and no other overlay.

At 4 or above, a vehicle, infantry, aircraft or structure placement stores its cell as two numbers, X and Y. The cell numbers that key the terrain object and cell tag sections are read as X + Y * 1000. Below 4, a placement stores one cell number, and every cell number is read as X + Y * 128. That form cannot describe a cell more than 127 columns from the left edge.

The same threshold sets how a Move to Cell script line’s cell number is read: as X + Y * 128 below 4, and as X + Y * 1000 at 4 or above. It applies to every script the scenario loads, both those the map declares and those from the AI files. The number is converted once, as the script is read.

History

  1. Changed0.1.0

    Decode Move to Cell on the width its file declares