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JumpJet: Difference between revisions

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en>AprilWar
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en>DCoder
Removing nickname (see ModEnc:Styleguide#No_Nicks ), adding proper flag template
Line 1: Line 1:
{{DeeZireInclusion}}<br />
{{flag
|types={{Categ|Technoes}}
|values={{values|boolean}}
|default=no
|ts=yes
|fs=yes
|ets=yes
|ra2=yes
|yr=yes
}}
 
Can be set to 'yes' or 'no' and determines whether or not this unit is a 'jump jet' and should therefore use the JumpjetControls rules for its movement, although uniquely in Red Alert 2 these rules can be over-ridden between each unit allowing for customization between different unit types.
Can be set to 'yes' or 'no' and determines whether or not this unit is a 'jump jet' and should therefore use the JumpjetControls rules for its movement, although uniquely in Red Alert 2 these rules can be over-ridden between each unit allowing for customization between different unit types.


AprilWar:
Also, If this tag is applied to a VehicleType, the War Factory that builds this unit will use the alternate production animation regardless of its locomotor.
Also, If this tag is applied to a VehicleType, the War Factory that builds this unit will use the alternate production animation regardless of its locomotor.

Revision as of 09:49, 15 August 2008

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

AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes



Can be set to 'yes' or 'no' and determines whether or not this unit is a 'jump jet' and should therefore use the JumpjetControls rules for its movement, although uniquely in Red Alert 2 these rules can be over-ridden between each unit allowing for customization between different unit types.

Also, If this tag is applied to a VehicleType, the War Factory that builds this unit will use the alternate production animation regardless of its locomotor.