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InfantryAbsorb: Difference between revisions

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en>Crimsonum
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InfantryAbsorb= (yes/no) is used on the YR bio reactor and allows infantry to occupy the building, where they will increase the building's power output. This tag also will enable the bioreactor art hack where active anim 1 and 2 will play only when the power plant is unoccupied and occupied, respectively. Additionally, IdleAnim= will then be read by the building and played on loop as an active anim, though curious to note is that active anims 3 and 4 will still work properly.
{{Flag
|name={{PAGENAME}}
|files={{Categ|Rules(md).ini}}
|values={{Values|boolean}}
|default=no
|types={{Categ|BuildingTypes}}
|yr=yes
|ares=yes
}}
 
{{f|InfantryAbsorb}} is used on the YR bio reactor and allows infantry to occupy the building, where they will increase the building's [[power]] output. This flag will also enable the bio reactor art hack where the building's [[ActiveAnim|active animation 1]] and [[ActiveAnimTwo|2]] will play only when the power plant is unoccupied and occupied, respectively. Additionally, the building's [[IdleAnim|idle anim]] will be played on loop as an active anim, though curious to note is that [[ActiveAnimThree|active anims 3]] and [[ActiveAnimFour|4]] will still work properly.
 
== See Also ==
* [[UnitAbsorb]]

Revision as of 08:32, 7 September 2021

Tiberian Dawn Red Alert Tiberian Sun Firestorm Red Alert 2 Yuri's Revenge
Flag: InfantryAbsorb
File(s): Rules(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: no
Applicable to: BuildingTypes


InfantryAbsorb is used on the YR bio reactor and allows infantry to occupy the building, where they will increase the building's power output. This flag will also enable the bio reactor art hack where the building's active animation 1 and 2 will play only when the power plant is unoccupied and occupied, respectively. Additionally, the building's idle anim will be played on loop as an active anim, though curious to note is that active anims 3 and 4 will still work properly.

See Also