Jump to content

Assaulter: Difference between revisions

From ModEnc²
en>Carnotaurus
No edit summary
Rain-Islet (talk | contribs)
m [bot] Batch update {{Bugs}} templates.
 
(13 intermediate revisions by 8 users not shown)
Line 2: Line 2:
|name={{PAGENAME}}
|name={{PAGENAME}}
|files={{Categ|Rules(md).ini}}
|files={{Categ|Rules(md).ini}}
|values=yes, no
|values={{values|Booleans}}
|special= -1 (see [[#Special Values|below]])
|default=no
|default= -1
|types={{Categ|InfantryTypes}}
|types={{Categ|InfantryTypes}}
|ra2=yes
|ra2=yes
Line 11: Line 10:
}}
}}


Can either be set to yes or no. This tag determines wether the infantrytype it it is assigned to can enter garrisoned structures and clear the building of its occupants. The InfantryType will use its primary weapon to clear the building, and can be assigned to play a specific animation when assaulting, through the AssaultAnim= tag.  
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.  


This tag is unused in Red Alert 2 and Yuri's Revenge. It was originally assigned to the Soviet Tesla Trooper and the allied Navy SEAL, however.  
=={{bugs}}==
Infantry with <tt>Assaulter=yes</tt> with <tt>C4=no</tt>, will not 'clear' the building.


A unit cannot be an Assaulter, or an Agent, or an Engineer. Pick your assaulter carefully!
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