Underwater: Difference between revisions
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en>001010011100101110 One effect I have uncovered when making SUB and BSUB and DLPH amphibious, someone should retest this. |
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{{tt|Underwater{{Equal}}yes}} has | {{tt|Underwater{{Equal}}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 {{f|NavalTargeting|link}} logic. | * Primarily, it is used to classify the object as being underwater, for the purposes of the {{f|NavalTargeting|link}} logic. | ||
* It will also stop the object from displaying the {{f|Wake|link}} animation when traveling over water. | * It will also stop the object from displaying the {{f|Wake|link}} animation when traveling over water. | ||
* It will disable the "sinking" death logic for the unit, instead displaying explosions | |||
* {{tt|It will also restrict units from recloaking when it is in fact on land.}} | * {{tt|It will also restrict units from recloaking when it is in fact on land.}} | ||
Revision as of 00:01, 10 September 2013
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| Flag: | Underwater |
| File(s): | Rules(md).ini |
| Values: | boolean |
| Default: | no |
| Applicable to: | InfantryTypes, VehicleTypes, AircraftTypes, BuildingTypes |
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.





