NukeSilo: Difference between revisions
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{{ | {{Flag | ||
|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
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| 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).





