JumpJet
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| Flag: | JumpJet |
| File(s): | rules(md).ini |
| Values: | Boolean values: yes or no, true or false, 1 or 0 |
| Default: | no |
| Applicable to: | TechnoTypes:
AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes |
Specifies whether or not this unit should use the Jumpjet logic, to determine how it should move. While this tag can be used with all TechnoTypes in theory, BuildingTypes are definitely not capable of flying.
In Red Alert 2
In RA2 and its expansion Yuri's Revenge, if a vehicle has JumpJet=yes specified, then the War Factory that produces it will display its alternate production animation, namely the roof opening, regardless of the Locomotor type used by the emerging vehicle.
Note that the shadow of Jumpjet infantry is created by a file named INFSHDW.SHP. This shadow art is used in cases where infantry falls from a height as well, e.g. Paradrops.
Bugs/Side-Effects/Unexpected Limitations
In TS a vehicle using JumpJet=yes with the same Locomotor as the Jumpjet Infantry, will become immune to normal damage while airborne. Only AmbientDamage sources like railguns will be able to inflict damage upon it.





