Speed: Difference between revisions
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Rain-Islet (talk | contribs) m [bot] Batch update {{Bugs}} templates. |
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== On Unit Types == | == On Unit Types == | ||
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<tt>Speed</tt> is used differently here, as it's a crate property chance, see: [[Powerups]]. | <tt>Speed</tt> is used differently here, as it's a crate property chance, see: [[Powerups]]. | ||
{{Bugs}} | =={{Bugs}}== | ||
While {{ra}} does not have explicit | While {{ra}} does not have explicit <tt>Locomotor</tt> settings, if any [[InfantryTypes|infantry]] has too high of a <tt>Speed=</tt> value, it will move erratically. This restriction is the same as <tt>Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}</tt>. | ||
Latest revision as of 17:53, 2 July 2025
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| Flag: | Speed |
| File(s): | Rules(md).ini |
| Values: | (0-100) |
| Default: | 0 |
| Applicable to: | JumpjetControls, InfantryTypes, VehicleTypes, AircraftTypes, BuildingTypes, Weapons |
On Unit Types
Specifies the movement speed of this unit, subject to 'land characteristics' which can set different speed modifiers per SpeedType, when passing over different LandTypes.
On Weapon Projectiles
Specifies the top speed a projectile will have after being fired, subject to Acceleration rate if present. This only works on projectiles with a ROT greater than 0. The value will also be ignored if the weapon is used as an AirburstWeapon.
[JumpJetControls]
Specifies the speed of units flying using the Jumpjet locomotor in Tiberian Sun.
In Red Alert 2, JumpJet units have to define JumpjetSpeed instead, as long as they use the correct Locomotor, using the wrong one will fallback to using the Speed= value.
[Powerups]
Speed is used differently here, as it's a crate property chance, see: Powerups.
Bugs/Side-Effects/Unexpected Limitations
While Red Alert does not have explicit Locomotor settings, if any infantry has too high of a Speed= value, it will move erratically. This restriction is the same as Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}.





