|
Tag: Redirect target changed |
| (3 intermediate revisions by 3 users not shown) |
| Line 1: |
Line 1: |
| {{DeeZireInclusion}}<br />
| | #REDIRECT [[IFV Weapon System]] |
| Specifies which 'mode' is engaged (and thus which [[WeaponX|weapon]] is used) when this InfantryType enters a with Gunner=yes set. Note that the {{Tt|IFVMode}} is floored at zero, while the {{Tt|WeaponX}} is floored at one, meaning that IFV Mode=0 (the default mode of the IFV when empty, as well as the default for this flag) actually calls for {{Tt|Weapon1}}, IFV Mode=1 calls for {{Tt|Weapon2}}, etc.
| |
| There is no (reasonable) upwards limit on IFV modes that can be created on the IFV, however, the number of weapons modes that will also cause the IFV to swap turrets is limited by the 'swapping factors' (See {{Tt|[[YTurretWeapon]]}} and {{Tt|[[YTurretIndex]]}}), which are hard-coded into the game and number 13 in ''Red Alert 2'' and 17 in ''Yuri's Revenge''.
| |