Jump to content

Assaulter: Difference between revisions

From ModEnc²
en>DCoder
No edit summary
 
Rain-Islet (talk | contribs)
m [bot] Batch update {{Bugs}} templates.
 
(14 intermediate revisions by 9 users not shown)
Line 1: Line 1:
{{DeeZireInclusion}}<br />
{{Flag
Can be set to 'yes' or 'no' and determines whether or not this InfantryType can enter Occupied structures and instantly clear the occupants, killing them in the process. The InfantryType should also have an animation specific to this function on its Primary= weapon defined by AssaultAnim= - UCFLASH is used, however UCBLOOD and UCELEC are badly drawn and alternatives should be used. This feature is unused in Red Alert 2's skirmish mode - it does make the unit quite powerful. NOTE: a unit cannot be an Assaulter= and an Agent= - only one or the other.
|name={{PAGENAME}}
|files={{Categ|Rules(md).ini}}
|values={{values|Booleans}}
|default=no
|types={{Categ|InfantryTypes}}
|ra2=yes
|yr=yes
|rp=yes
}}
 
This tag determines whether the [[InfantryTypes|infantry]] can enter garrisoned structures, and remove all of its occupants. Values supported are 'yes' or 'no'. The <tt>Assaulter</tt> infantry will use its [[Primary]] weapon to clear the building, and that weapon must have an [[AssaultAnim|AssaultAnim=]] specified.
 
=={{bugs}}==
Infantry with <tt>Assaulter=yes</tt> with <tt>C4=no</tt>, will not 'clear' the building.
 
If an infantry is an <tt>Assaulter</tt>, it cannot also be {{f|Agent|yes|link}} or {{f|Engineer|yes|link}}.
 
==See Also==
[[CanBeOccupied]]
 
[[Occupier]]
 
[[OccupyWeapon]]

Latest revision as of 17:10, 2 July 2025

Tiberian Dawn Red Alert Tiberian Sun Firestorm Red Alert 2 Yuri's Revenge
Flag: Assaulter
File(s): Rules(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: no
Applicable to: InfantryTypes


This tag determines whether the infantry can enter garrisoned structures, and remove all of its occupants. Values supported are 'yes' or 'no'. The Assaulter infantry will use its Primary weapon to clear the building, and that weapon must have an AssaultAnim= specified.

Bugs/Side-Effects/Unexpected Limitations

Infantry with Assaulter=yes with C4=no, will not 'clear' the building.

If an infantry is an Assaulter, it cannot also be Agent=yes or Engineer=yes.

See Also

CanBeOccupied

Occupier

OccupyWeapon