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For [[Red Alert]] this is used with [[Projectiles]] which works like a [[Level]] tag (I'm not sure Has it been replaced by a name change?) | For [[Red Alert]] this is used with [[Projectiles]] which works like a [[Level]] tag (I'm not sure Has it been replaced by a name change?) | ||
{{Bugs}} | =={{Bugs}}== | ||
If you give '''Underwater=yes''' to any building that is in the water Those buildings will suffer the same negative effects as units in water. | If you give '''Underwater=yes''' to any building that is in the water Those buildings will suffer the same negative effects as units in water. | ||
Latest revision as of 18:01, 2 July 2025
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| Flag: | Underwater |
| File(s): | Rules(md).ini |
| Values: | boolean |
| Default: | no |
| Applicable to: | InfantryTypes, VehicleTypes, AircraftTypes, BuildingTypes, Projectiles |
Underwater=yes has three known effects and one untested effect:
- Primarily, it is used to classify the object as being underwater, for the purposes of the NavalTargeting logic.
- It will also stop the object from displaying the Wake animation when traveling over water.
- It will disable the "sinking" death logic for the unit, instead displaying explosions
- It will also restrict units from recloaking when it is in fact on land.
For Red Alert this is used with Projectiles which works like a Level tag (I'm not sure Has it been replaced by a name change?)
Bugs/Side-Effects/Unexpected Limitations
If you give Underwater=yes to any building that is in the water Those buildings will suffer the same negative effects as units in water.
[GAYAYD]
Underwater=yes
When we force Destroyer(DEST) to attack the Allied Shipyard(GAYARD)
Destroyer(DEST) will attack the Allied Shipyard(GAYARD) with a secondary weapon(Secondary) instead of the main weapon(Primary).





