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VeinholeMonsterStrength

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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: VeinholeMonsterStrength
File(s): rules(md).ini
Values: ERROR – No value types set! Please edit this page and fix the Flag template!

This entry was copied from DeeZire's Red Alert 2 and Yuris Revenge INI Editing Guide for the sake of completeness. As it is not our intention to rip off DeeZire's work, this article is subject to a re-write and update with the latest community knowledge.

For further information, please read Inclusion of The Guide.




It is not known if the Veinhole monster logic works in Red Alert 2 as it did in Tiberian Sun. It may work and/or be employed in a different way, as many units in Red Alert 2 have ImmuneToVeins=yes set. It could be that the veinhole and veins logic was originally to be used for the radiation effect. Because they are [TerrainTypes] rather than [BuildingTypes], this statement defines the strength of Veinhole Monsters in order that they may be destroyed. This was not used in Tiberian Sun as the [VEINTREE] entry defined the strength of the Veinhole Monsters.