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Acceleration: Difference between revisions

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m Replacing Template:TTL with Template:F.
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|fs=yes
|fs=yes
|ets=yes
|ets=yes
|ra2=yes
|ra2obsolete=yes
|yr=yes
}}This flag controls the acceleration of units with {{f|JumpJet|yes|link}}.
|rp=yes
 
}}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 mostly specified on the unit itself through the {{f|JumpjetAccel|link}} tag.
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]

Tiberian Dawn Red Alert Tiberian Sun Firestorm Red Alert 2 Yuri's Revenge
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

Logic related to Acceleration, as a whole or in part, is obsolete in Red Alert 2 and/or Yuri's Revenge.



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

Tiberian Dawn Red Alert Tiberian Sun Firestorm Red Alert 2 Yuri's Revenge
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.