Speed: Difference between revisions
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== On WeaponTypes == | == On WeaponTypes == | ||
Specifies the speed the weapon's projectile will have when fired. This only works on projectiles with a [[ROT]] | Specifies the speed the weapon's projectile will have when fired. This only works on projectiles with a [[ROT]] greater than 0. The value will also be ignored if the weapon is used as an [[AirburstWeapon]]. | ||
== [JumpJetControls] == | == [JumpJetControls] == | ||
Revision as of 13:26, 12 April 2025
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| Flag: | Speed |
| File(s): | Rules(md).ini |
| Values: | (0-100) |
| Default: | 0 |
| Applicable to: | JumpjetControls, InfantryTypes, VehicleTypes, AircraftTypes, BuildingTypes, Weapons |
On Unit Types
Specifies the movement speed of this unit, subject to 'land characteristics' which can set different speed modifiers per SpeedType, when passing over different types of tiles.
On WeaponTypes
Specifies the speed the weapon's projectile will have when fired. This only works on projectiles with a ROT greater than 0. The value will also be ignored if the weapon is used as an AirburstWeapon.
[JumpJetControls]
Specifies the speed of units flying using the Jumpjet locomotor in Tiberian Sun.
In Red Alert 2, JumpJet units have to define JumpjetSpeed instead, as long as they use the correct Locomotor, using the wrong one will fallback to using the Speed= value.
[Powerups]
Speed is used differently here, as it's a crate property chance, see: Powerups.
Bugs/Side-Effects/Unexpected Limitations
While Red Alert does not have explicit Locomotor settings, if any infantry has too high of a Speed= value, it will move erratically. This restriction is the same as Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}.





