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

IsChargeTurret: Difference between revisions

From ModEnc
Jump to navigation Jump to search
No edit summary
 
m Replacing Template:TTL with Template:F.
 
(4 intermediate revisions by 3 users not shown)
Line 1: Line 1:
{{DeeZireInclusion}}<br />
{{Flag
Can be set to 'yes' or 'no' and determines whether or not this VehicleType has a number of turrets rather than just one, and those turrets are 'cycled' when the unit fires to give the impression of a charging effect. The game expects the turret voxel files to be named in numerical sequence. This is only used on the Prism Tanks in Red Alert 2.
|name={{PAGENAME}}
|files={{Categ|Rules(md).ini}}
|values={{Values|boolean}}
|default=no
|types={{Categ|VehicleTypes}}
|ra2=yes
|yr=yes
|rp=yes
}}
 
If set, specifies that:
*this object should cycle all of its turrets (see [[TurretCount]]) before each shot, to create an impression of the weapon charging/recoiling;
*this object should only use {{f|Weapon1|link}} and {{f|EliteWeapon1|link}}, and ignore all other weapons it has.

Latest revision as of 08:13, 27 November 2009

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: IsChargeTurret
File(s): Rules(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: no
Applicable to: VehicleTypes


If set, specifies that:

  • this object should cycle all of its turrets (see TurretCount) before each shot, to create an impression of the weapon charging/recoiling;
  • this object should only use Weapon1 and EliteWeapon1, and ignore all other weapons it has.