Jump to content

Hospital: Difference between revisions

From ModEnc²
en>DCoder
No edit summary
 
Rain-Islet (talk | contribs)
m [bot] Batch update {{Bugs}} templates.
 
(10 intermediate revisions by 7 users not shown)
Line 1: Line 1:
{{DeeZireInclusion}}<br />
{{Flag
Can be set to 'yes' or 'no' and determines if this structure heals any InfantryTypes which enter it. The Ammo= statement can also be used on this structure to determine how many times it can do this.
|files={{Categ|ini=rules}}
|values={{Values|Boolean}}
|default=no
|types={{Categ|BuildingTypes}}
|ts=yes
|fs=yes
|ra2=yes
|yr=yes
}}
If set to yes, this [[BuildingType|building]] heals any [[InfantryTypes|infantry units]] that enter it. The building must also have [[Ammo]] set to a value greater than 0 to specify the number of times it can heal infantry.
 
==Notes==
While this flag is still valid in {{yr}}, its hospitals use {{f|InfantryGainSelfHeal|link}} instead, to grant map-wide healing support powers.
 
=={{bugs}}==
Giving the building a weapon will use up one <tt>Ammo</tt> each time the weapon fires, and eventually makes the building permanently unusuable (no firing = no healing) once it runs out.
 
Using this on a building that also has {{f|Factory|UnitType|link}} or {{f|Factory|InfantryType|link}} set, causes the AI to spam only one type of unit from that factory; the first vehicle/infantry type that the AI can build (i.e. the AI [[house]] is listed as the object's {{f|Owner|link}}).

Latest revision as of 17:26, 2 July 2025

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


If set to yes, this building heals any infantry units that enter it. The building must also have Ammo set to a value greater than 0 to specify the number of times it can heal infantry.

Notes

While this flag is still valid in Yuri's Revenge, its hospitals use InfantryGainSelfHeal instead, to grant map-wide healing support powers.

Bugs/Side-Effects/Unexpected Limitations

Giving the building a weapon will use up one Ammo each time the weapon fires, and eventually makes the building permanently unusuable (no firing = no healing) once it runs out.

Using this on a building that also has Factory=UnitType or Factory=InfantryType set, causes the AI to spam only one type of unit from that factory; the first vehicle/infantry type that the AI can build (i.e. the AI house is listed as the object's Owner).