FireSuppress: Difference between revisions
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|default=0 | |default=0 | ||
|types={{categ|CombatDamage}} | |types={{categ|CombatDamage}} | ||
|ts=yes | |||
|fs=yes | |||
|hp=yes | |||
|ra2=yes | |||
|yr=yes | |yr=yes | ||
|ares=yes | |ares=yes | ||
}} | }} | ||
This tag controls the area, in cells, that a unit will scan for friendlies around a target and apply the {{f|Supress||link}} logic if the firing object has {{f|Supress|yes|link}}.<br> | This tag controls the area, in cells, that a unit will scan for friendlies around a target and apply the {{f|Supress||link}} logic if the firing object has {{f|Supress|yes|link}}.<br> | ||
Although these two tags work, they | Although these two tags work, they were not used in the officially released game because the logic is CPU heavy when in use and can easily generate a large amount of lag. | ||
==See Also== | ==See Also== | ||
*[[Supress]] | *[[Supress]] | ||
Latest revision as of 20:47, 4 April 2025
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| Flag: | FireSuppress |
| File(s): | Rules(md).ini |
| Values: | Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767. |
| Default: | 0 |
| Applicable to: | CombatDamage |
This tag controls the area, in cells, that a unit will scan for friendlies around a target and apply the Supress= logic if the firing object has Supress=yes.
Although these two tags work, they were not used in the officially released game because the logic is CPU heavy when in use and can easily generate a large amount of lag.





