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Difference between revisions of "CrateBeneath"
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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 {{ | + | 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 {{f|CrateRegen|link}}) 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 {{f|CarriesCrate|yes|link}}. |
Latest revision as of 09:48, 27 November 2009
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).