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InvisibleInGame: Difference between revisions

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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.
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}}
{{Bugs}}
Player-owned objects with {{f|InvisibleInGame|yes|link}} will cause [[Reconnection_Error|reconnection errors]] 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.
Player-owned objects with {{f|InvisibleInGame|yes|link}} will cause [[Reconnection_Error|reconnection errors]] 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.
*Adding '''InvisibleInGame=yes''' to [[BuildingTypes]] will make the building unarmed '''(Even if [[BuildingTypes]] has weapons)'''.
*Ignore the number of cells between which a new wall can be connected to an existing wall (assuming there are no obstructions)[[GuardRange]].
*Ignore tag [[UndeploysInto]]

Revision as of 17:55, 11 October 2024

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

  • Adding InvisibleInGame=yes to BuildingTypes will make the building unarmed (Even if BuildingTypes has weapons).
  • Ignore the number of cells between which a new wall can be connected to an existing wall (assuming there are no obstructions)GuardRange.
  • Ignore tag UndeploysInto