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Underwater

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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
Default: no
Applicable to: InfantryTypes, VehicleTypes, AircraftTypes, BuildingTypes, Projectiles


Underwater=yes has three known effects and one untested effect:

  • Primarily, it is used to classify the object as being underwater, for the purposes of the NavalTargeting logic.
  • It will also stop the object from displaying the Wake animation when traveling over water.
  • It will disable the "sinking" death logic for the unit, instead displaying explosions
  • It will also restrict units from recloaking when it is in fact on land.

For Red Alert this is used with Projectiles which works like a Level tag (I'm not sure Has it been replaced by a name change?)

Bugs/Side-Effects/Unexpected Limitations

If you give Underwater=yes to any building that is in the water Those buildings will suffer the same negative effects as units in water.

[GAYAYD]

Underwater=yes

When we force Destroyer(DEST) to attack the Allied Shipyard(GAYARD)

Destroyer(DEST) will attack the Allied Shipyard(GAYARD) with a secondary weapon(Secondary) instead of the main weapon(Primary).