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Specifies whether or not this unit should use the [[Jumpjet_flags|jumpjet controls]] to determine how it should move.
Specifies whether or not this unit should use the Jumpjet logic, to determine how it should move. While this tag can be used with all [[TechnoTypes]] in theory, [[BuildingTypes]] are definitely not capable of flying.


==Effect On Vehicle Production Buildings==
==In {{ra2}}==
In {{ra2}} and {{yr}}, if a [[VehicleType|vehicle]] is considered to be a jumpjet then the War Factory that it emerges from will display its alternate production animation, regardless of the {{f|Locomotor|link}} of the emerging vehicle.
In RA2 and its expansion {{yr}}, if a [[VehicleTypes|vehicle]] has <tt>JumpJet=yes</tt> specified, then the War Factory that produces it will display its alternate production animation, namely the roof opening, regardless of the [[Locomotor]] type used by the emerging vehicle.


==Note==
Note that the shadow of Jumpjet [[InfantryTypes|infantry]] is created by a file named <tt>INFSHDW.SHP</tt>. This [[Shadow|shadow]] art is used in cases where infantry falls from a height as well, e.g. [[Paradrops]].
*For [[Tiberian Sun]] and [[Firestorm]] any unit with the tag '''Jumpjet=yes''', that unit's shadow They are drawn according to the size of the unit.


{{Bugs}}
=={{Bugs}}==
In {{ts}}, a vehicle using {{f|JumpJet|yes}} as well as the same jumpjet [[locomotor]] as the Jumpjet Infantry, will become immune to normal damage while airborne. Only ambient sources like [[Particles_and_ParticleSystems#BehavesLike.3DRailgun|railguns]] can inflict damage on the jumpjet vehicle.
In TS a vehicle using <tt>JumpJet=yes</tt> with the same <tt>Locomotor</tt> as the Jumpjet Infantry, will become immune to normal damage while airborne. Only [[AmbientDamage]] sources like [[Particles_and_ParticleSystems#BehavesLike.3DRailgun|railguns]] will be able to inflict damage upon it.


[[Category:Jumpjet Flags]]
[[Category:Jumpjet Flags]]

Latest revision as of 17:32, 2 July 2025

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

AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes



Specifies whether or not this unit should use the Jumpjet logic, to determine how it should move. While this tag can be used with all TechnoTypes in theory, BuildingTypes are definitely not capable of flying.

In Red Alert 2

In RA2 and its expansion Yuri's Revenge, if a vehicle has JumpJet=yes specified, then the War Factory that produces it will display its alternate production animation, namely the roof opening, regardless of the Locomotor type used by the emerging vehicle.

Note that the shadow of Jumpjet infantry is created by a file named INFSHDW.SHP. This shadow art is used in cases where infantry falls from a height as well, e.g. Paradrops.

Bugs/Side-Effects/Unexpected Limitations

In TS a vehicle using JumpJet=yes with the same Locomotor as the Jumpjet Infantry, will become immune to normal damage while airborne. Only AmbientDamage sources like railguns will be able to inflict damage upon it.