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Survivor.%sPassengerChance

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Flag: Survivor.PassengerChance, Survivor.RookiePassengerChance, Survivor.VeteranPassengerChance, Survivor.ElitePassengerChance
File(s): rules(md).ini
Values: Signed integers - percent between 0 and 100.
Special Values:  -1, use the original game logic. (i.e. land-based vehicles such as the Battle Fortress will eject their passengers but jumpjet vehicles such as the Nighthawk will not)
Default:  -1, that is, ↑.
Extension Version: All versions.
Applicable to: VehicleTypes

This flag is part of Ares. Do not use it without Ares installed.



Determines the percent chance that each of the unit's passengers (if any) will survive. Rookie/Veteran/Elite refer to the veteran level of the transport unit – a unit with a higher veteran level could be made to have a greater (or lesser) chance of allowing its passengers to survive.

Passengers will be spawned in the cells around the destroyed unit and, so, if these cells are not clear then the passengers will not be spawned.

For airborne vehicles such as the Nighthawk, there is no way to say "passengers can survive on the ground, but aren't allowed to paradrop from the air" – if they can survive they can survive.

Notes

If either the pilots or any passengers are 'killed' because they were not spawned (i.e. because the ground was not clear or the random chance did not luck in) then they count as having been killed by the unit that killed the transport. If Survivor.PilotChance=0 then the pilots will not count as having been killed (however, passengers will always count as having been killed, even if Survivor.PassengerChance=0).

Spawned pilots will be spawned with 50% of their maximum health and the same amount of experience as the destroyed unit had. Passengers will emerge with both their health and their experience unchanged.

Usage

[SOMEVEHICLE]
Survivor.PassengerChance= General probability
Survivor.RookiePassengerChance= when rookie
Survivor.VeteranPassengerChance= when veteran
Survivor.ElitePassengerChance= when elite

See Also