Cyborg: Difference between revisions
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{{ | {{Flag | ||
Can be set to 'yes | |name={{Cyborg}} | ||
|files={{Categ|Rules(md).ini}} | |||
|values=yes, no | |||
|default=no | |||
|types={{Categ|InfantryTypes}} | |||
|ts=yes | |||
|fs=yes | |||
|ets=yes | |||
|ra2=yes | |||
|yr=yes | |||
|rp=yes | |||
}} | |||
Can be set to 'yes or no'. Used to determine if an infantry will behave like a Cyborg, rather than a normal soldier. This includes the loss of its legs, and the ability of going Bezerk. However, BezerkAllowed= in [general] must be set to yes for the latter to take effect. | |||
The Bezerk ability seems to have no effect in Red Alert 2 and Yuri's Revenge through BezerkAllowed=, however, through AI Scripting, this can be re-enabled (see AI.INI guide for more information) | |||
Revision as of 18:52, 19 April 2008
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| Flag: | Template:Cyborg |
| File(s): | Rules(md).ini |
| Values: | yes, no |
| Default: | no |
| Applicable to: | InfantryTypes |
Can be set to 'yes or no'. Used to determine if an infantry will behave like a Cyborg, rather than a normal soldier. This includes the loss of its legs, and the ability of going Bezerk. However, BezerkAllowed= in [general] must be set to yes for the latter to take effect.
The Bezerk ability seems to have no effect in Red Alert 2 and Yuri's Revenge through BezerkAllowed=, however, through AI Scripting, this can be re-enabled (see AI.INI guide for more information)





