CrateBeneath: Difference between revisions
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Can be set to 'yes' or 'no' and determines if this BuildingType leaves behind a random powerup crate when it is destroyed. | Can be set to 'yes' or 'no' and determines if this BuildingType leaves behind a random powerup crate when it is destroyed. A crate will only be left behind if the BuildingType was owned by a playable player (i.e. not neutral). | ||
==Problems== | ==Problems== | ||
Due to the way the RA2/YR engine handles crates, a new crate is created every time a crate is removed (either because it was picked up or it has been in existence for the length of time determined by {{TTL|CrateRegen}}) this means that for each new crate created by this tag, there is always one more crate on the map. This can result in an unwanted surplus of crates on a map if multiple buildings with CrateBeneath are destroyed. The same results from new crates being added via {{TTL|CarriesCrate|yes}}. | Due to the way the RA2/YR engine handles crates, a new crate is created every time a crate is removed (either because it was picked up or it has been in existence for the length of time determined by {{TTL|CrateRegen}}) this means that for each new crate created by this tag, there is always one more crate on the map. This can result in an unwanted surplus of crates on a map if multiple buildings with CrateBeneath are destroyed. The same results from new crates being added via {{TTL|CarriesCrate|yes}}. | ||
Revision as of 14:42, 23 May 2007
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| Flag: | CrateBeneath |
| File(s): | Rules(md).ini |
| Values: | boolean |
| Default: | no |
| Applicable to: | BuildingTypes |
Can be set to 'yes' or 'no' and determines if this BuildingType leaves behind a random powerup crate when it is destroyed. A crate will only be left behind if the BuildingType was owned by a playable player (i.e. not neutral).
Problems
Due to the way the RA2/YR engine handles crates, a new crate is created every time a crate is removed (either because it was picked up or it has been in existence for the length of time determined by Template:TTL) this means that for each new crate created by this tag, there is always one more crate on the map. This can result in an unwanted surplus of crates on a map if multiple buildings with CrateBeneath are destroyed. The same results from new crates being added via Template:TTL.





