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Cyborg: Difference between revisions

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|rp=yes
|rp=yes
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Defines whether an infantry will behave like a cyborg, rather than a normal soldier. This includes the loss of its legs when the cyborg is damaged heavily. During this process it regains 25% of its health, but it can only crawl from now on. The cyborg uses the prone sequence variants to create this effect.
Defines whether an infantry will behave like a cyborg, rather than a normal soldier. This includes the loss of its legs when the cyborg is damaged heavily. During this process it regains 25% of its health, but it can only crawl from now on. The cyborg uses the prone sequence variants to create this effect.


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Cyborg logic does not work well together with deployable infantry, because the cyborg uses its prone status to indicate it has no legs and deploying and undeploying clears this.
Cyborg logic does not work well together with deployable infantry, because the cyborg uses its prone status to indicate it has no legs and deploying and undeploying clears this.
==Note==
*The '''Cyborg=yes''' tag will disable the tag. {{f|NotHuman|yes|link}}.

Latest revision as of 21:39, 31 March 2025

Tiberian Dawn Red Alert Tiberian Sun Firestorm Red Alert 2 Yuri's Revenge
Flag: Cyborg
File(s): Rules(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: no
Applicable to: InfantryTypes


Defines whether an infantry will behave like a cyborg, rather than a normal soldier. This includes the loss of its legs when the cyborg is damaged heavily. During this process it regains 25% of its health, but it can only crawl from now on. The cyborg uses the prone sequence variants to create this effect.

Once a cyborg is crawling it can still be repaired back to full health, though its legs stay lost. Destroying a crawling cyborg finally kills it.

Damaging or destroying a cyborg displays the [General]InfantryExplode= animation.

If [CombatDamage]BerzerkAllowed=yes is set, the cyborg can go berzerk if it is damaged. In Red Alert 2 and Yuri's Revenge the berzerk ability is not working, however, through AI Scripting, this can be re-enabled (see AI/ScriptActions for more info).

Cyborg logic does not work well together with deployable infantry, because the cyborg uses its prone status to indicate it has no legs and deploying and undeploying clears this.

Note