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|rp=yes}}
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== In {{ts}} ==
== In {{ts}} ==
An InfantryType with <tt>Agent=yes</tt> and {{f|Infiltrate|yes|link}} gain the ability to enter enemy structures to various effects:  
An [[InfantryTypes|infantry]] with <tt>Agent=yes</tt> and {{f|Infiltrate|yes|link}} gain the ability to enter enemy structures to various effects:  


If an ''Agent'' enters a...
If an ''Agent'' enters a...
* Building with [[Factory]]= set to any valid type, the cameo of whatever object the owning player is currently constructing will be displayed to the infiltrating player above the selected building whenever the infiltrated building is selected by the infiltrating player. The cameo will however be displayed in a wrong palette, palette.pal (Red Alert used the same palette for cameos, and since this function is a left-over from RA, it is obvious that TS uses the same palette).
* Building with <tt>Factory=</tt> set to any valid type, the cameo of whatever object the owning player is currently constructing will be displayed to the infiltrating player above the selected building whenever the infiltrated building is selected by the infiltrating player. The cameo will however be displayed in a wrong palette, palette.pal (Red Alert used the same palette for cameos, and since this function is a left-over from RA, it is obvious that TS uses the same palette).
* Building with [[Radar]] set to 'yes', the infiltrating player will not only see all terrain the owner of the infiltrated building has yet discovered, but will also see all terrain that player discovers ''after'' his building was infiltrated. Through a bug in this logic, the terrain that is discovered by other players will also be seen.
* Building with <tt>Radar=yes</tt>, the infiltrating player will not only see all terrain the owner of the infiltrated building has yet discovered, but will also see all terrain that player discovers ''after'' his building was infiltrated. Through a bug in this logic, the terrain that is discovered by other players will also be seen.
* Building with [[Refinery]] set to 'yes', the player that owns the infiltrator unit can now see the financial situation (i. e. amount of credits) of the player whose refinery was infiltrated.
* Building with <tt>Refinery=yes</tt>, the player that owns the infiltrator unit can now see the financial situation (i. e. amount of credits) of the player whose refinery was infiltrated.
* Building with [[Power]] set to a number greater than "0" - Shows the power levels of the infiltrated player.
* Building with <tt>Power=</tt> value greater than zero, shows the power levels of the infiltrated player.


In TS, this is only used on the Chameleon Spy, which is only available to the player in one single player mission in the unmodded game. in this mission, the flag does not show its entire potential, because the mission objective is the infiltration of only one structure. The effect of the flag is actually much more extensive and might hint to a feature that the game designers possibly planned, but cut from the final game.
In TS, this is only used on the Chameleon Spy, which is only available to the player in one single player mission in the unmodded game. in this mission, the flag does not show its entire potential, because the mission objective is the infiltration of only one structure. The effect of the flag is actually much more extensive and might hint to a feature that the game designers possibly planned, but cut from the final game.


Note that this logic may cause [[Internam Error|IEs]] when an InfantryType is an [[Agent]] and [[Engineer]], [[C4]] sapper or [[Thief]] at the same time, though this needs further testing. The '''Thief''' is the less likely to cause IEs in this respect.
{{bugs}}
Note that this logic may cause [[Internam Error|IEs]] when an infantry is an [[Agent]] and [[Engineer]], [[C4]] sapper or [[Thief]] at the same time, though this needs further testing. The '''Thief''' is the less likely to cause IEs in this respect.


== In {{ra2}} ==
== In {{ra2}} ==
Specifies that this InfantryType is a "Spy" and special "[[The Infiltration System#ra2yr|infiltration]]" logic should be used when it enters enemy buildings.
Specifies that this InfantryType is a 'Spy' and special "[[The Infiltration System#ra2yr|infiltration]]" logic should be used when it enters enemy buildings.


If an ''Agent'' enters a...
If an ''Agent'' enters a...
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* Building with <tt>Power=</tt> value greater than zero, will disable all power generation for the targeted player for a period of time, dictated by the [[SpyPowerBlackout]]= value under [General].
* Building with <tt>Power=</tt> value greater than zero, will disable all power generation for the targeted player for a period of time, dictated by the [[SpyPowerBlackout]]= value under [General].


==Notes==
{{bugs}}
* A unit cannot have both {{f|Agent|yes|link}} and {{f|Assaulter|yes|link}} - only one or the other.
A unit cannot have both <tt>Agent=yes</tt> and {{f|Assaulter|yes|link}} - only one or the other.
* If an infantry has both {{f|Agent|yes|link}} and a weapon (primary or secondary) with {{f|IvanBomb|yes|link}}, it will prefer to use its weapon on buildings when ordered to attack, instead of infiltrating the building targetted.
 
* If an infantry has both {{f|Agent|yes|link}} and {{f|C4|yes|link}}, it will prefer to use C4 rather than infiltrate a structure. Even if the building has {{f|CanC4|no|link}}, infantry will also choose to use weapons to destroy it
If an infantry has both <tt>Agent=yes</tt> and a weapon (primary or secondary) with {{f|IvanBomb|yes|link}}, it will prefer to use its weapon on buildings when ordered to attack, instead of infiltrating the building targetted.
*[[InfantryTypes]] with the tag '''Agent=yes''' cannot attack [[BuildingTypes]] belonging to other factions. ([[BuildingTypes]] of you and your allies will be exempted).
 
If an infantry has both <tt>Agent=yes</tt> and {{f|C4|yes|link}}, it will prefer to use C4 rather than infiltrate a structure. Even if the building has {{f|CanC4|no|link}}, the infantry will still try to destroy it.
 
==See Also==
[[WarFactory]]
 
[[Factory]]
 
[[BuildCat]]

Revision as of 06:48, 21 April 2025

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


In Tiberian Sun

An infantry with Agent=yes and Infiltrate=yes gain the ability to enter enemy structures to various effects:

If an Agent enters a...

  • Building with Factory= set to any valid type, the cameo of whatever object the owning player is currently constructing will be displayed to the infiltrating player above the selected building whenever the infiltrated building is selected by the infiltrating player. The cameo will however be displayed in a wrong palette, palette.pal (Red Alert used the same palette for cameos, and since this function is a left-over from RA, it is obvious that TS uses the same palette).
  • Building with Radar=yes, the infiltrating player will not only see all terrain the owner of the infiltrated building has yet discovered, but will also see all terrain that player discovers after his building was infiltrated. Through a bug in this logic, the terrain that is discovered by other players will also be seen.
  • Building with Refinery=yes, the player that owns the infiltrator unit can now see the financial situation (i. e. amount of credits) of the player whose refinery was infiltrated.
  • Building with Power= value greater than zero, shows the power levels of the infiltrated player.

In TS, this is only used on the Chameleon Spy, which is only available to the player in one single player mission in the unmodded game. in this mission, the flag does not show its entire potential, because the mission objective is the infiltration of only one structure. The effect of the flag is actually much more extensive and might hint to a feature that the game designers possibly planned, but cut from the final game.

Bugs/Side-Effects/Unexpected Limitations Note that this logic may cause IEs when an infantry is an Agent and Engineer, C4 sapper or Thief at the same time, though this needs further testing. The Thief is the less likely to cause IEs in this respect.

In Red Alert 2

Specifies that this InfantryType is a 'Spy' and special "infiltration" logic should be used when it enters enemy buildings.

If an Agent enters a...

  • Building with Factory= set to any valid type, the player will gain automatic Veteran promotion on all units of that type when produced at their own factory.
  • Building with Radar=yes, the infiltrated player will lose access to their mini-map for a short period of time.
  • Building with Refinery=yes, the player infiltrating will steal some or all of the victims credits, dictated by the SpyMoneyStealPercent= value under [General].
  • Building with Power= value greater than zero, will disable all power generation for the targeted player for a period of time, dictated by the SpyPowerBlackout= value under [General].

Bugs/Side-Effects/Unexpected Limitations A unit cannot have both Agent=yes and Assaulter=yes - only one or the other.

If an infantry has both Agent=yes and a weapon (primary or secondary) with IvanBomb=yes, it will prefer to use its weapon on buildings when ordered to attack, instead of infiltrating the building targetted.

If an infantry has both Agent=yes and C4=yes, it will prefer to use C4 rather than infiltrate a structure. Even if the building has CanC4=no, the infantry will still try to destroy it.

See Also

WarFactory

Factory

BuildCat