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Difference between revisions of "JumpJet"
From ModEnc
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{{DeeZireInclusion}}<br /> | {{DeeZireInclusion}}<br /> | ||
Can be set to 'yes' or 'no' and determines whether or not this unit is a 'jump jet' and should therefore use the JumpjetControls rules for its movement, although uniquely in Red Alert 2 these rules can be over-ridden between each unit allowing for customization between different unit types. | Can be set to 'yes' or 'no' and determines whether or not this unit is a 'jump jet' and should therefore use the JumpjetControls rules for its movement, although uniquely in Red Alert 2 these rules can be over-ridden between each unit allowing for customization between different unit types. | ||
+ | |||
+ | AprilWar: | ||
Also, If this tag is applied to a VehicleType, the War Factory that builds this unit will use the alternate production animation regardless of its locomotor. | Also, If this tag is applied to a VehicleType, the War Factory that builds this unit will use the alternate production animation regardless of its locomotor. |
Revision as of 09:30, 15 August 2008
Flag: | JumpJet |
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. |
Can be set to 'yes' or 'no' and determines whether or not this unit is a 'jump jet' and should therefore use the JumpjetControls rules for its movement, although uniquely in Red Alert 2 these rules can be over-ridden between each unit allowing for customization between different unit types.
AprilWar:
Also, If this tag is applied to a VehicleType, the War Factory that builds this unit will use the alternate production animation regardless of its locomotor.