NoShadow: Difference between revisions
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{{DeeZireInclusion}}<br /> | {{DeeZireInclusion}}<br /> | ||
Can be set to 'yes' or 'no' and determines whether or not this object should cast a shadow. For SHP objects, it indicates whether or not the shadow images from this object's SHP sequence should be displayed. For VXL units, this sets the flag on the Locomotor= to indicate that the shadow index should be used to display the shadow. | Can be set to 'yes' or 'no' and determines whether or not this object should cast a shadow. For SHP objects, it indicates whether or not the shadow images from this object's SHP sequence should be displayed. For VXL units, this sets the flag on the Locomotor= to indicate that the shadow index should be used to display the shadow. | ||
{{Bugs}} | |||
Cannot be used with unit types [[InfantryTypes]] possible | |||
Revision as of 07:22, 26 June 2024
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| Flag: | NoShadow |
| File(s): | rules(md).ini |
| Values: | ERROR – No value types set! Please edit this page and fix the Flag template! |
This entry was copied from DeeZire's Red Alert 2 and Yuris Revenge INI Editing Guide for the sake of completeness. As it is not our intention to rip off DeeZire's work, this article is subject to a re-write and update with the latest community knowledge. For further information, please read Inclusion of The Guide. | |
Can be set to 'yes' or 'no' and determines whether or not this object should cast a shadow. For SHP objects, it indicates whether or not the shadow images from this object's SHP sequence should be displayed. For VXL units, this sets the flag on the Locomotor= to indicate that the shadow index should be used to display the shadow.
Bugs/Side-Effects/Unexpected Limitations
Cannot be used with unit types InfantryTypes possible





