Jump to content

NukeSilo: Difference between revisions

From ModEnc²
en>DCoder
No edit summary
 
m 4 revisions imported
 
(3 intermediate revisions by 3 users not shown)
Line 1: Line 1:
{{DeeZireInclusion}}<br />
{{Flag
Can be set to 'true' or 'false' and specifies whether or not this BuildingType is used to launch a SuperWeapon= with Type=MultiMissile set, and is used by the AI for targeting and construction purposes.
|name={{PAGENAME}}
|files={{Categ|Rules(md).ini}}
|values=1 Boolean
|default=no
|types={{Categ|BuildingTypes}}
|ts=yes
|fs=yes
|ra2=yes
|yr=yes
|rp=yes
}}
This tag makes - if set to "yes" - the BuildingType to which this tag is applied a nuke silo.
 
Once a nuclear missile is about to be launched, the game checks every building the firing player owns for NukeSilo=yes.<br>
The first building to be found to be a nuke silo will fire the nuclear missile and play the corresponding animations.
 
This is also why multiple nuke silos do not work (only the first one found by the game would fire the nuke).

Latest revision as of 22:00, 31 March 2025

Tiberian Dawn Red Alert Tiberian Sun Firestorm Red Alert 2 Yuri's Revenge
Flag: NukeSilo
File(s): Rules(md).ini
Values: 1 Boolean
Default: no
Applicable to: BuildingTypes


This tag makes - if set to "yes" - the BuildingType to which this tag is applied a nuke silo.

Once a nuclear missile is about to be launched, the game checks every building the firing player owns for NukeSilo=yes.
The first building to be found to be a nuke silo will fire the nuclear missile and play the corresponding animations.

This is also why multiple nuke silos do not work (only the first one found by the game would fire the nuke).