BalloonHover: Difference between revisions
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In theory, mis-casing {{f|JumpJetAccel|link}} can be used as a 'fix' for the problem with BallonHover-ers always willing to occupy the same cell as the target. | In theory, mis-casing {{f|JumpJetAccel|link}} can be used as a 'fix' for the problem with BallonHover-ers always willing to occupy the same cell as the target. | ||
{{Bugs}} | =={{Bugs}}== | ||
This will interrupt the effect of [[CloakStop]]. | This will interrupt the effect of [[CloakStop]]. | ||
Latest revision as of 17:10, 2 July 2025
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| Flag: | BalloonHover |
| File(s): | rules(md).ini |
| Values: | Boolean values: yes or no, true or false, 1 or 0 |
| Default: | no |
| Applicable to: | InfantryTypes, VehicleTypes, AircraftTypes |
Is used on units with Locomotor=Jumpjet set and specifies that they will never land by default. This also has the additional effect of using the Balloon Hover Alternate Characteristics on the unit.
Units with this flag set to "yes" will also attempt to hover above their target (if the target is on the ground) when attacking, instead of attacking the target from the distance defined by the Range flag on the weapon. If the unit is able to attack air targets and is told to do so, it will attempt to enter the same cell as the target. All the while it is approaching its target, it will still fire even if it has not yet entered the same cell, provided the target is within range.
The unit will attempt to land, but never do so, but hovers in the air a short distance away from the ground.
In RA2, as long as BalloonHover=true, the above behavior will occur. In YR, must BalloonHover=true and the Projectile of the Weapon being used must have Vertical=true.
Editor's Note:
In theory, mis-casing JumpJetAccel can be used as a 'fix' for the problem with BallonHover-ers always willing to occupy the same cell as the target.
Bugs/Side-Effects/Unexpected Limitations
This will interrupt the effect of CloakStop.
In YR, DeployToLand=true & IsSimpleDeployer=true can achieve the same effect (jumpjet units do not land), and don't interrupt CloakStop, but such units cannot keep themselves directly above a building when moving.(Soviet Siege Chopper in YR)
- If you force it to move to a building, the target of its movement will be immediately changed to the ground near that building when it is executed.
The good news is that these three tags can be used together, like there].
- And with BalloonHover=true Siege Chopper, if a building is built below, it can also be automatically deployed to nearby open spaces after receiving deployment instructions.
- (So what about CloakStop's problem? Haha, indeed, it's back again xD)
BalloonHover=yes causes Intruder to exhibit suicidal behavior. After reaching the target or attacking the target.
File:BalloonHover=yes on Intruder.gif
- BalloonHover=yes Do not allow VehicleTypes to dock at the ore refinery. +Entering service Tank Bunker+Enter Yuri Grinder+ Do not allow repairs from BuildingTypes that uses the UnitRepair=yes tag+Not permanently hypnotized by Psychic Dominator (Although there is no ImmuneToPsionics=yes anyway).
- Although InfantryTypes that can fly will have BalloonHover=no but cannot land in water.
- Adding the tag BalloonHover=yes to InfantryTypes that cannot fly will cause InfantryTypes to gain the following effects.
-InfantryTypes Unable to enter Bio Reactor
-InfantryTypes Unable to enter Any transportation vehicle.
-InfantryTypes Not permanently hypnotized by Psychic Dominator (Although there is no ImmuneToPsionics=yes anyway).
Units with Locomotor=Jumpjet and BalloonHover=yes must be produced from a Factory with an ExitCoord higher than its JumpjetHeight, otherwise they will get stuck at the factory entrance.
See also
Jumpjet
Vertical
Locomotor
CloakStop
DeployToLand
IsSimpleDeployer
UnitRepair





