Changes between Version 1 and Version 2 of XML.Entity.Actions.Move
- Timestamp:
- Feb 16, 2011, 9:33:51 PM (13 years ago)
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XML.Entity.Actions.Move
v1 v2 23 23 </Move> 24 24 }}} 25 26 25 = Speed = 27 26 ''BRIEF DESCRIPTION ::'' Value of movement rate when created. … … 35 34 36 35 = Run = 37 38 Melee infantry, cavalry, military ships, and some animals are able to automatically "run" if their target is within a certain min (to stop them from running at someone too close) and max (to stop them from covering great distances) range. 36 Melee infantry, cavalry, military ships, and some animals are able to automatically "run" if their target is within a certain min (to stop them from running at someone too close) and max (to stop them from covering great distances) range. 39 37 40 38 This includes any form of movement, including both specific commands to move to a location, and when movement is required to reach another target (an opponent to attack, for example). … … 46 44 Units without the ability to run (eg ranged infantry, Female Citizens) simply function as normal, always moving at normal speed. 47 45 48 If a unit attacks another unit while running, and has to stop moving in order to do so (for example, halt to strike an adjacent opponent with a sword), he will drop out of charge mode, but the momentum of his charge will give him a double damage bonus on his first attack. 46 If a unit attacks another unit while running, and has to stop moving in order to do so (for example, halt to strike an adjacent opponent with a sword), he will drop out of charge mode, but the momentum of his charge will give him a double damage bonus on his first attack. 49 47 50 48 == Speed == … … 85 83 86 84 And some pictures: 87 * [[[Image(http://wildfiregames.com/~philip/bfme/bfme001.jpg)]]]battalions at rest 88 * [[[Image(http://wildfiregames.com/~philip/bfme/bfme002.jpg)]]]battalions moving through each other (they're travelling in straight lines and passing through anything in their way). 89 * [[[Image(http://wildfiregames.com/~philip/bfme/bfme003.jpg)]]]And then the nasty Rohirrim attacked 90 * [[[Image(http://wildfiregames.com/~philip/bfme/bfme004.jpg)]]]and I attacked back, with the horses/wargs on top of the infantry, but it's difficult to see exactly what's going on.![/quote] 85 86 * [[[Image(http://wildfiregames.com/users/philip/bfme/bfme001.jpg)]]]battalions at rest 87 * [[[Image(!http://wildfiregames.com/users/philip/bfme/bfme002.jpg)]]]battalions moving through each other (they're travelling in straight lines and passing through anything in their way). 88 * [[[Image(!http://wildfiregames.com/users/philip/bfme/bfme003.jpg)]]]And then the nasty Rohirrim attacked 89 * [[[Image(!http://wildfiregames.com/users/philip/bfme/bfme004.jpg)]]]and I attacked back, with the horses/wargs on top of the infantry, but it's difficult to see exactly what's going on.![/quote] 91 90 92 91 Units without the trample trait (melee infantry) simply come out of charge mode and use their normal attack and normal damage when they reach their target. It's mostly just used to close ranks and look cool. :) However, as mentioned, if the unit attacks immediately after coming out of a run, his first attack does double damage. … … 95 94 ''BRIEF DESCRIPTION ::'' Amount of damage passively inflicted on opponents in trample.range while charging (As for Actions.Attack.Damage). 96 95 97 '''Not yet implemented.''' 96 '''Not yet implemented.''' 98 97 99 98 === Crush === 100 99 ''BRIEF DESCRIPTION ::'' Degree of damage type (as for Actions.Attack percentages). 101 100 102 '''Not yet implemented.''' 101 '''Not yet implemented.''' 103 102 104 103 === Hack === … … 110 109 ''BRIEF DESCRIPTION ::'' Degree of damage type (as for Actions.Attack percentages). 111 110 112 '''Not yet implemented.''' 111 '''Not yet implemented.''' 113 112 114 113 = !ForestHide = 115 114 ''BRIEF DESCRIPTION ::'' Boolean; the entity is able to walk between trees and through forests, when forests would otherwise be inaccessible. 116 115 117 '''Not yet implemented.''' 116 '''Not yet implemented.''' 118 117 119 118 While standing idle in a forest, he cannot be automatically spotted and attacked by the AI (unless made visible by an entity with the ''Vision.Detector'' Boolean). The entity also is not visible on the mini-map of an enemy.