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BridgeRepairHut: Difference between revisions

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{{DeeZireInclusion}}<br />
__NOTOC__
Can be set to 'yes' or 'no' and determines whether or not this BuildingType acts as a Bridge Repair Hut, meaning that attached bridges will be repaired if they are broken and an InfantryType with Engineer=yes set enters it. The Random Map Generator also uses this to ensure this structure is placed next to bridges.
 
{{Flag
|name=BridgeRepairHut
|files=rules(md).ini
|values=boolean
|default=no
|types=[[BuildingTypes]]
|ts=yes
|fs=yes
|ets=yes
|ra2=yes
|yr=yes
|rp=yes
}}
 
This simply defines whether or not this structure can be entered by an engineer in order to fix an adjacent bridge. This should be labeled accurately, as the random map generator does use this by placing a building with this as "yes" next to each bridge. As of yet, there is no other way to repair a broken bridge.

Revision as of 22:36, 14 April 2008


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Flag: BridgeRepairHut
File(s): rules(md).ini
Values: boolean
Default: no
Applicable to: BuildingTypes


This simply defines whether or not this structure can be entered by an engineer in order to fix an adjacent bridge. This should be labeled accurately, as the random map generator does use this by placing a building with this as "yes" next to each bridge. As of yet, there is no other way to repair a broken bridge.