Jump to content

JumpjetAccel: Difference between revisions

From ModEnc²
en>DCoder
No edit summary
 
ATHSE (talk | contribs)
No edit summary
 
(7 intermediate revisions by 4 users not shown)
Line 1: Line 1:
{{DeeZireInclusion}}<br />
{{Flag
The acceleration of this unit which has JumpJet=yes assigned and acts as an over-ride to the Acceleration= statement in the JumpjetControls section. NOTE: this tag is a spelling mistake in RULES.INI - there should not be a second capital 'j'.
|name={{PAGENAME}}
|files={{categ|ini=rules}}
|types={{categ|InfantryTypes}}, {{categ|VehicleTypes}}
|values=float
|default=2.0
|ra2=yes
|yr=yes
}}
 
Defines the acceleration and deceleration of this unit when flying using the Jumpjet locomotor. The deceleration is calculated by {{f|JumpjetAccel}} {{tt|* 1.5}}.
 
This tag should be used with caution, as it can render {{f|Landable|yes|link}} units unable to actually land, due to the deceleration math never reaching exactly zero, and the unit will remain hovering at full (animation) speed without ever transitioning to idle speed.
 
==See also==
[[Jumpjet]]
 
[[JumpjetControls]]

Latest revision as of 18:35, 11 April 2025

Tiberian Dawn Red Alert Tiberian Sun Firestorm Red Alert 2 Yuri's Revenge
Flag: JumpjetAccel
File(s): rules(md).ini
Values: float
Default: 2.0
Applicable to: InfantryTypes, VehicleTypes


Defines the acceleration and deceleration of this unit when flying using the Jumpjet locomotor. The deceleration is calculated by JumpjetAccel * 1.5.

This tag should be used with caution, as it can render Landable=yes units unable to actually land, due to the deceleration math never reaching exactly zero, and the unit will remain hovering at full (animation) speed without ever transitioning to idle speed.

See also

Jumpjet

JumpjetControls