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JumpJet: Difference between revisions

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Specifies whether or not this unit should use the {{f|JumpJetControls|link}} to determine how it should move. In {{Ra2}}, each unit can specify its own values to override the default {{f|JumpJetControls|link}}.
Specifies whether or not this unit should use the {{f|JumpjetControls|link}} to determine how it should move. In {{Ra2}}, each unit can specify its own values to override the default {{f|JumpjetControls|link}}.


If a [[VehicleType]] is considered to be a jump jet then the War Factory that it emerges from will display its alternate production animation, regardless of the {{f|Locomotor|link}} of the emerging [[VehicleType]].
If a [[VehicleType]] is considered to be a jump jet then the War Factory that it emerges from will display its alternate production animation, regardless of the {{f|Locomotor|link}} of the emerging [[VehicleType]].

Revision as of 21:34, 15 February 2010

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



Specifies whether or not this unit should use the JumpjetControls to determine how it should move. In Red Alert 2, each unit can specify its own values to override the default JumpjetControls.

If a VehicleType is considered to be a jump jet then the War Factory that it emerges from will display its alternate production animation, regardless of the Locomotor of the emerging VehicleType.