ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.

DisableableFromShell

From ModEnc
Jump to navigation Jump to search
Tiberian Dawn The Covert Operations Red Alert Counterstrike Aftermath Tiberian Sun Firestorm HyperPatch Red Alert 2 Yuri's Revenge Ares Generals Zero Hour Tiberium Wars Kane's Wrath
Flag: DisableableFromShell
File(s): rules(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: no
Applicable to: SuperWeaponTypes


Specifies whether this super weapon will be disabled when the Super Weapons checkbox is turned off.

Notes

When a super weapon with DisableableFromShell=yes is filled into the [BuildingType]SuperWeapon= slot, not only will the super weapon itself not appear, but the building that provides the super weapon will also be unable to be built.

For normal buildings, if the structure is listed under [AI]BuildTech=, players will still be able to build it, however the super weapon itself will not appear. This is used for the Force Shield superweapon in Yuri's Revenge.

Bugs/Side-Effects/Unexpected Limitations

For special buildings such as walls, the AI's production queue does not perform this check, thus construction will still proceed. However, the AI will consider the settings here when building Power Plants, meaning that if all of the AI's Power Plants are disabled by this feature, the game will crash.

There is a bug in Red Alert 2/Yuri's Revenge that causes any super weapon with DisableableFromShell=yes set to also be disabled in the single player campaigns if the user has disabled super weapons in single player skirmish.

  • In the UMP, this is fixed by setting DisableableFromShell=no on all super weapons in the main Rules(md).ini, and then restoring DisableableFromShell=yes for the relevant super weapons in all the MP Modes.
  • This bug has been fixed in Ares 0.8.

See Also