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JumpjetAccel: Difference between revisions

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This flag is, in fact, NOT parsed. {{f|JumpJetAccel|link}} is parsed instead.
{{Flag
|name={{PAGENAME}}
|files={{categ|ini=rules}}
|types={{categ|InfantryTypes}}, {{categ|VehicleTypes}}
|values=float
|default=2.0
|ra2=yes
|yr=yes
}}


Typing JumpjetAccel instead will make the JumpJet unit never land in a similar fashion to {{f|BalloonHover|link}}. As a result, {{f|AG|link}}-only weapons won't target the unit. Only those with {{f|AA|link}}=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}}.
The unit will attempt to land, but never do so, but hovers in the air a short distance away from the ground.


In theory, mis-casing it can be used as a 'fix' for the problem with BallonHover-ers always willing to occupy the same cell as the target.
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