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AG

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Flag: AG
File(s): rules(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: yes
Applicable to: Projectiles



This flag determines whether a weapon can fire at objects moving on ground[1] level or not, by allowing or disallowing it's projectile to move towards them.

Notes

In Tiberian Sun, weapons that use a projectile with AG=no 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, LandTargeting must be set to '1' on these TechnoTypes.

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.

Bugs/Side-Effects/Unexpected Limitations

Although AG=no no longer controls whether it can attack ground targets in RA2/YR, if a building uses a weapon with AG=no projectile, then it will not be able to get the Attack cursor on ground targets.

  • This bug has been fixed in Phobos Build #34.

If both weapons of a unit (for those with IsGattling=yes, it refers to the two weapons corresponding to the first stage) use projectiles with AG=no, then the unit will be unable to actively scan targets.

  • Therefore, if AG=no is used to prevent the unit from attacking empty ground, it is best to pair it with a Secondary that uses a projectile with AG=yes to avoid this issue.

Footnotes

  1. The ground here includes the water surface.

See Also

Overcoming Paratrooper Targeting Issues