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This flag determines whether a weapon can fire at flying objects or not, by allowing or disallowing its projectile to move towards them. In ''Tiberian Sun'', weapons that use a projectile with <tt>AA=no</tt> cannot fire at acctual targets on the ground, but they can forcefire at terrain. In ''Red Alert 2'', this works in reverse - such weapons are unable to forcefire at the ground, however they may still attack targets on the ground. To cause TechnoTypes armed with such weapons to be unable to fire at ground targets, {{tt|LandTargeting}} must be set to '1' on these TechnoTypes.
This flag determines whether a weapon can fire at flying objects or not, by allowing or disallowing its projectile to move towards them.  
 


'''Note:''' Although AA is set to "yes" on RA2's and YR's Patriot Missile and Flak Cannon, they do in fact ''not'' fire on falling paratroopers. This is due to a special logic involved, classifying paratroopers as ground units.
'''Note:''' Although AA is set to "yes" on RA2's and YR's Patriot Missile and Flak Cannon, they do in fact ''not'' fire on falling paratroopers. This is due to a special logic involved, classifying paratroopers as ground units.

Revision as of 02:25, 18 July 2011

Tiberian Dawn Red Alert Tiberian Sun Firestorm Red Alert 2 Yuri's Revenge
Flag: AA
File(s): rules(md).ini
Values: boolean
Default: no
Applicable to: Projectiles


This flag determines whether a weapon can fire at flying objects or not, by allowing or disallowing its projectile to move towards them.

Note: Although AA is set to "yes" on RA2's and YR's Patriot Missile and Flak Cannon, they do in fact not fire on falling paratroopers. This is due to a special logic involved, classifying paratroopers as ground units. In order to get those defenses to fire on paratroopers as they should, AG=yes must be set on both [AAHeatSeeker] and [FlakProj]. The LandTargeting will prevent these AA defenses from firing on units on the ground.

See Also

Overcoming Paratrooper Targeting Issues