Acceleration: Difference between revisions
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en>EvilRenegade m Replacing Template:TTL with Template:F. |
en>AlexB No edit summary |
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|fs=yes | |fs=yes | ||
|ets=yes | |ets=yes | ||
| | |ra2obsolete=yes | ||
}}This flag controls the acceleration of units with {{f|JumpJet|yes|link}}. | |||
}}This flag controls the acceleration of units with {{f|JumpJet|yes|link}}. This is now more obsolete in {{ra2}} and {{yr}} though, since this is | This is now more obsolete in {{ra2}} and {{yr}} though, since this is specified on the unit itself through the {{f|JumpjetAccel|link}} tag. | ||
==On Projectiles== | ==On Projectiles== | ||
Revision as of 19:41, 4 December 2017
This flag serves two different purposes in two different places.
In [JumpjetControls]
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| Flag: | Acceleration |
| File(s): | rules(md).ini |
| Values: | Unsigned integers: All non-negative whole numbers from 0 to either 32767, 2147483647 or 4294967295. |
| Applicable to: | JumpjetControls |
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This flag controls the acceleration of units with JumpJet=yes.
This is now more obsolete in Red Alert 2 and Yuri's Revenge though, since this is specified on the unit itself through the JumpjetAccel tag.
On Projectiles
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| Flag: | Acceleration |
| File(s): | rules(md).ini |
| Values: | Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767. |
| Default: | 3 |
| Applicable to: | Projectiles |
This tag controls the acceleration factor applied to the weapon of this projectile.







