InvisibleInGame: Difference between revisions
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en>Mevitar added info about reconnection errors caused by objects with InvisibleInGame |
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{{ | {{Flag | ||
|values={{values|bool}} | |||
|default=false | |||
|types={{Categ|BuildingTypes}} | |||
|ts=yes | |||
|fs=yes | |||
|ets=yes | |||
|ra2=yes | |||
|yr=yes | |||
|rp=yes | |||
}} | |||
Determines whether or not this object is invisible to all players ingame, including the owner. It also cannot be targeted or destroyed by any other object on the map. | |||
{{Bugs}} | |||
Player-owned objects with {{f|InvisibleInGame|yes|link}} will cause a [[Reconnection_Error]] if their presence somehow affects other players (for example, by firing a weapon). While not all uses cause problems, as a general rule, it isn't recommended to set this tag to 'yes' on anything owned by the player. | |||
Revision as of 14:08, 26 July 2013
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| Flag: | InvisibleInGame |
| File(s): | rules(md).ini |
| Values: | Boolean values: yes or no, true or false, 1 or 0 |
| Default: | false |
| Applicable to: | BuildingTypes |
Determines whether or not this object is invisible to all players ingame, including the owner. It also cannot be targeted or destroyed by any other object on the map.
Bugs/Side-Effects/Unexpected Limitations
Player-owned objects with InvisibleInGame=yes will cause a Reconnection_Error if their presence somehow affects other players (for example, by firing a weapon). While not all uses cause problems, as a general rule, it isn't recommended to set this tag to 'yes' on anything owned by the player.





