Acceleration
This flag serves two different purposes in two different places.
In [JumpjetControls]
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Flag: | Acceleration |
File(s): | rules(md).ini |
Values: | Floating point values: Any decimal number (clearer range should be added in Template:Values). |
Default: | 0.25 |
Applicable to: | JumpjetControls |
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This flag controls the acceleration of units with JumpJet=yes.
This is now more obsolete in Red Alert 2 and Yuri's Revenge though, since this is specified on the unit itself through the JumpjetAccel flag.
In [LEVITATION]
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Flag: | Acceleration |
File(s): | rules(md).ini |
Values: | Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767. |
Default: | 0.75 |
Applicable to: | LEVITATION |
How much a puff accelerates(jellyfish)
On Projectiles
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Flag: | Acceleration |
File(s): | rules(md).ini |
Values: | Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767. |
Default: | 3 |
Applicable to: | Projectiles |
This flag controls the acceleration factor applied to the weapon of this projectile. If this is 0 the projectile will spawn but stay where it was fired from. An exception to this seems to be when such a projectile is fired and the target is on a different height; the projectile will go up or down accordingly. A unit can only be hit by such projectiles if they go directly into them and if the unit in question was the target. Otherwise no damage at all is inflicted on anyone and the projectile remains at the same height as the target where it was fired from.
Notes
If the Acceleration is set to a negative value, it will reverse the projectile's direction during initial launch. This allows you to create missiles that initially fire backward before curving to hit targets, like this. Combining negative Acceleration with negative Speed can produce exceptionally smooth missile trajectories, see this article.