MuzzleFlashX: Difference between revisions
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cleanup, some monkey said it takes 3 integers |
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==In {{yr}}== | ==In {{yr}}== | ||
The occupied building also requires {{f|CanOccupyFire|yes|link}} to actually fire in YR, and the weapon used must be defined on the infantry iself, by their | The occupied building also requires {{f|CanOccupyFire|yes|link}} to actually fire in YR, and the weapon used must be defined on the infantry iself, by their {{f|OccupyWeapon|link}} and {{f|EliteOccupyWeapon|link}}. | ||
Latest revision as of 07:35, 23 April 2025
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| Flag: | MuzzleFlashX |
| File(s): | art(md).ini |
| Values: | comma-separated signed integers (X,Y) |
| Default: | 0,0 |
| Applicable to: | BuildingTypes |
Specifies the pixel firing offset(s) from the center of the structure, when garrisoned by infantry with Occupier=yes. Applicable to all Civilian buildings with CanBeOccupied=yes.
In Red Alert 2
Occupied (garrisoned) buildings in RA2 will use pre-determine Allied/Soviet occupation weapons when firing, determined by their Primary weapon for Allied, and Secondary for Soviet occupants.
In Yuri's Revenge
The occupied building also requires CanOccupyFire=yes to actually fire in YR, and the weapon used must be defined on the infantry iself, by their OccupyWeapon and EliteOccupyWeapon.





