VeinholeMonsterStrength: Difference between revisions
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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 {{ | 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 {{f|ImmuneToVeins|yes|link}} 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. |
Latest revision as of 08:51, 27 November 2009
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.