Building Width (explanation file about section [1.1] in C&C95UGE.TXT) ============== The 'Building Width' is a setting that tells C&C how big a structure is. If you change this, the actual size of the building will not be changed, but it will change the place where the structure is drawn on the map, and what kind of bib the building will get. For example, if you have a Silo, it has Building Width "1". This means for C&C that it is a 1x2 building that can have a bib (With a bib, this becomes 2x2). This is correct. The Sam Site also has BW 1, but no bib. The Silo will look like this: SB SB BB BB SS : cells of the silo (not used here) SB : cells of the silo with bib under it BB : cells of bib Now, if you change the Building Width to "5", it will act as if it's a 2x3 building that can have a bib (so with a bib, this is 3x3). The size of the building will be something like this: SS SS BB BB BB BB BB BB SS : cells of the silo SB : cells of the silo with bib under it (not used here) BB : cells of bib In this way, this can be used to make a building larger than its normal size in combination with the 'Building has bib' variable. Complete table of building widths: ================================= LEGENDA: UU : upper left cell of the building UB : upper left cell with bib under it BB : one cell of bib The other cells will not be drawn here, as they are different for every structure. The upper left cell is enough to know how it will be placed. Note: For some buildings, the upper left cell itself is not an occupied cell. This is the case for the Adv Guard Tower, Obelisk of Light, Hand of Nod, Temple of Nod, Repair bay, Refinery and Weapons Factory. Building width "0" ------------------ bib: none UU Examples: Gun Turret, Guard Tower Building width "1" ------------------ bib: 2x2 UB BB BB BB Examples: Silo, SAM-site Building width "2" ------------------ bib: none UU The difference between 0 and 2 is that with 2, the building will be centered between the upper left cell and the cell under it. This is what makes the difference between a Guard Tower and an Adv. Guard Tower. Examples: Adv. Guard Tower, Obelisk of Light Building width "3" ------------------ bib: 2x2 UU BB BB BB BB Examples: Barracks, Power Plant, Advanced Communications Center Building width "4" ------------------ bib: 2x2 UU BB BB BB BB This can cause small buildings like a SAM-site to get a "floating" bib. It is used for the Hand of Nod. With the Hand of Nod, the upper left cell (UU) itself and the cell to the right of it are not occupied. These are the cells under the higher piece, under the "hand" itself. Examples: Hand of Nod Building width "5" ------------------ bib: 2x3 UU BB BB BB BB BB BB In the game, this is only used for 3x3 buldings without a higher piece: CC : cell of the building CB : cell of the building with bib under it BB : cell of bib CC CC CC CB CB CB BB BB BB Examples: Construction Yard, Tech Center Building width "6" ------------------ bib: 2x3 UU BB BB BB BB BB BB Examples: Weapons Factory, Refinery, Temple of Nod, Repair bay Building width "7" ------------------ bib: 2x4 UU BB BB BB BB BB BB BB BB Examples: Airfield, Civ. Building V37 Building width "8" (now THIS is something :) ------------------ bib: none ______________ |UU|__|__|__|__| |__|__|__|__|__| |__|__|GG|__|__| |__|__|__|__|__| |__|__|__|__|__| This will give you a building that is centered in a 5x5 grid. (The graphics will be centered on the spot marked with "GG") The real occupied cells will be under and to the right of UU, as they should be. Like this, you can create a "ghost building" that is nothing but a 'hologram' of the structure that is located a bit further. You can move units on and over ghost buildings without any problems. These "ghost buildings" have some very special properties: -If the building is sold, the infantry will come out of the hologram -the units that attack these buildings will fire at the hologram instead of the real building, making the real building invincible -inside the grid, all weapons that attack the hologram get an infinitive range, except of ballistic projectiles like artillery. I was able to fry a minigunner that was in the center of the grid (on the hologram itself) with a flame tank that was four cells away from it: I ordered the flame tank to attack the ghost building, but instead, it started attacking the edge of the grid. The minigunner, that was definitly out of the flame tank's range, was fried immediately. That last one is especially cool with the large ghost building (see BW 10). The range of the ghost building itself (if it has a weapon) is not increased, and it will shoot its weapon from the hologram, not from the occupied cells. Examples: none Building width "9" ------------------ bib: none This will simply act weird. You won't see any graphics, and when you sell the building, no soldiers will come out of it. My tests have shown that this building is also centered in a larger grid, but the grid goes down and to the left, instead of down and to the right. Also, the width of the grid seems to be infinite. I made a recon bike that was in the middle of the map attack my test building (a SAM-site) that was placed on the right edge of the map. The effects were the same as those described with the ghost building: Instead of moving towards the building, the recon bike stayed on its cell, turned to the right and started firing rockets. The rockets just kept flying until they flew off the map. Examples: none Building width "10" ------------------ bib: none This one will create an extreme version of the BW 8 "ghost building": The building will be centered in a grid that is 84x33, what means it will be centered on a cell 42 down and 16 to the right of the real occupied cells. The building will not redraw properly, and will thus not be visible on the screen most of the time. You can find the hologram by selecting the building and pressing the [HOME] key. The "ghost building" rules apply for this one too: I did the same test I did for BW8, namely to put a minigunner on the ghost building, and then attack the ghost building with a flame tank that was located on the edge of the grid. The result was simply amazing: I fried a minigunner with a flame tank that was approximately 30 cells away from it. Imagine the possibilities: -Place a ghost building so that the hologram is right on top of the enemy Construction Yard, and all computer units located in the grid will shoot at their own Construction Yard with infinitive range. -Give an Obelisk BW 10, and place it so that the image is in the enemy base. All enemies will attack the hologram, making the real building invincible while it destroys everything in the base. Note: the Obelisk will shoot from the hologram, but it won't have infinitive range. -"Teleport" minigunners over the map by building a ghost building and then selling it. Don't place these buildings with their hologram off the map: if you sell them, you will get "ghost soldiers" that are actually stuck in the map border, but appear on the radar as if they were on the map itself. You can select these soldiers using the "n" and "[SHIFT] + n" keys, and you can move them around on the radar screen, but they won't actually be there. They will only be annoying fake dots on the radar. Examples: none Building width 11 ----------------- Bib: none _____ |__|__| |__|UU| This will give you a building that is centered in a 2x2 grid, but the grid will go up and to the left, instead down and to the right. These building can't be placed on the map. If you try to place it, you will see the placement grid will never turn white, and EVA will say "cannot deploy here" every time you click. I tested the grid size with a SAM-site that was already on the map in a loaded mission. Also, these buildings can't have bibs. All buildings with a building width larger than 10 can't be placed on the map, so I didn't test beyond 13. Written by Maarten 'Nyerguds' Meuris http://cnc2sw.planetcnc.gamespy.com/