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

UnderWater

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

AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes



Define whether this is an underwater object.

Notes

Such projectiles have the following special handling:

  1. It uses the fading shade effect instead of the normal unit shadow effect.
  2. It always uses the Surface layer.
  3. Centered on the center of the cell it is in, if there is a unit that is not the firer within a distance of 1/3 cell, it immediately detonates on that unit.
  4. Cannot attack targets not in water, cannot attack non-VesselType targets, cannot initiate an attack if there are non-Water type cells in the firing path, and cannot attack if there are friendly vessels in the firing path.
  5. If the firer is a VesselType, it will ignore the Ctrl key, meaning it cannot perform a forced attack.
  6. If the firer cannot move to the target cell, but the target cell is a bridge, then it will obtain an Attack cursor on the target cell.


The following information has not yet been verified. If you can contribute, please do so.

Even if the projectile has ASW=yes, as long as it also has UnderWater=yes, it can still attack non-submarine surface objects.

See Also