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JumpJet: Difference between revisions

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==Note==
==Note==
*For [[Tiberian Sun]] and [[Firestorm]] any unit with the tag '''Jumpjet=yes''', that unit's shadow They are drawn according to the size of the unit.
*For [[Tiberian Sun]] and [[Firestorm]] any unit with the tag '''Jumpjet=yes''', that unit's shadow They are drawn according to the size of the unit.
*For [[RA2]] and [[YR]] the shadow of [[InfantryTypes]] with '''JumpJet=yes''' is created by a file named '''INFSHDW''' which is in the format of SHP file.


{{Bugs}}
{{Bugs}}

Revision as of 13:44, 4 February 2025

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 jumpjet controls to determine how it should move.

Effect On Vehicle Production Buildings

In Red Alert 2 and Yuri's Revenge, if a vehicle is considered to be a jumpjet then the War Factory that it emerges from will display its alternate production animation, regardless of the Locomotor of the emerging vehicle.

Note

  • For Tiberian Sun and Firestorm any unit with the tag Jumpjet=yes, that unit's shadow They are drawn according to the size of the unit.
  • For RA2 and YR the shadow of InfantryTypes with JumpJet=yes is created by a file named INFSHDW which is in the format of SHP file.

Bugs/Side-Effects/Unexpected Limitations In Tiberian Sun, a vehicle using JumpJet=yes as well as the same jumpjet locomotor as the Jumpjet Infantry, will become immune to normal damage while airborne. Only ambient sources like railguns can inflict damage on the jumpjet vehicle.