NeedsEngineer: Difference between revisions
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{{ | {{Flag | ||
Can be set to 'yes' or 'no' and determines whether or not this BuildingType must be captured in order for a player to gain ownership of it. This is only used on the NeutralTechBuildings | |name={{PAGENAME}} | ||
|files={{Categ|Rules(md).ini}} | |||
|values={{Values|bool}} | |||
|default=no | |||
|types={{categ|BuildingTypes}} | |||
|ra2=yes | |||
|yr=yes | |||
}} | |||
Can be set to ''' 'yes' ''' or ''' 'no' ''' and determines whether or not this BuildingType must be captured in order for a player to gain ownership of it. This is only used on the {{f|NeutralTechBuildings||link}} in Red Alert 2. Setting this tag to 'yes' also serves as an override to the EVA announcement used when it is captured or lost (the EVA_Tech BuildingCaptured and EVA_TechBuildingLost voices are used instead of the EVA_BuildingCaptured voice). | |||
'''Note: NeedsEngineer also prevents a neutral structure from auto acquiring and firing upon units - as seen on the Tech Outpost structure.''' | '''Note: NeedsEngineer also prevents a neutral structure from auto acquiring and firing upon units - as seen on the Tech Outpost structure.''' | ||
Additionally, since targeting of engineers by the AI is remarkably bogus, the tag NeedsEngineer=yes will cause engineers to target it when given any generic attack mission. The tag will also prevent the AI from immediately selling the building after an engineer captures it. | Additionally, since targeting of engineers by the AI is remarkably bogus, the tag '''NeedsEngineer=yes''' will cause engineers to target it when given any generic attack mission. The tag will also prevent the AI from immediately selling the building after an engineer captures it. | ||
Another effect of the tag is to prevent a building from playing its [[ActiveAnim]] or [[WorkingSound]] until captured and is tied to the logics [[ProduceCashStartup]], [[ProduceCashAmount]], and [[ProduceCashDelay]] as per oil derrick logic | Another effect of the tag is to prevent a building from playing its [[ActiveAnim]] or [[WorkingSound]] until captured and is tied to the logics [[ProduceCashStartup]], [[ProduceCashAmount]], and [[ProduceCashDelay]] as per oil derrick logic(If the building has a tag {{f|CanBeOccupied|yes|link}} Animation from tag [[ActiveAnim]] will play only 1 time and then disappear. If the animation is looped The animation will continue to play. Even though it is no longer occupied)<br>[[File:McBurger Kong and NeedsEngineer=yes.gif]]<br>'''McBurger Kong and NeedsEngineer=yes'''<br> | ||
==Note== | ==Note== | ||
Adding <b>NeedsEngineer=yes</b> give to [[BuildingTypes]] will make the building unarmed <b>(Even if BuildingType has weapons)</b>. | Adding <b>NeedsEngineer=yes</b> give to [[BuildingTypes]] will make the building unarmed <b>(Even if BuildingType has weapons)</b>. | ||
Latest revision as of 22:00, 31 March 2025
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| Flag: | NeedsEngineer |
| File(s): | Rules(md).ini |
| Values: | Boolean values: yes or no, true or false, 1 or 0 |
| Default: | no |
| Applicable to: | BuildingTypes |
Can be set to 'yes' or 'no' and determines whether or not this BuildingType must be captured in order for a player to gain ownership of it. This is only used on the NeutralTechBuildings= in Red Alert 2. Setting this tag to 'yes' also serves as an override to the EVA announcement used when it is captured or lost (the EVA_Tech BuildingCaptured and EVA_TechBuildingLost voices are used instead of the EVA_BuildingCaptured voice).
Note: NeedsEngineer also prevents a neutral structure from auto acquiring and firing upon units - as seen on the Tech Outpost structure.
Additionally, since targeting of engineers by the AI is remarkably bogus, the tag NeedsEngineer=yes will cause engineers to target it when given any generic attack mission. The tag will also prevent the AI from immediately selling the building after an engineer captures it.
Another effect of the tag is to prevent a building from playing its ActiveAnim or WorkingSound until captured and is tied to the logics ProduceCashStartup, ProduceCashAmount, and ProduceCashDelay as per oil derrick logic(If the building has a tag CanBeOccupied=yes Animation from tag ActiveAnim will play only 1 time and then disappear. If the animation is looped The animation will continue to play. Even though it is no longer occupied)
File:McBurger Kong and NeedsEngineer=yes.gif
McBurger Kong and NeedsEngineer=yes
Note
Adding NeedsEngineer=yes give to BuildingTypes will make the building unarmed (Even if BuildingType has weapons).





