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{{DeeZireInclusion}}<br />
{{Flag
Can be set to 'yes' or 'no' and determines whether or not this InfantryType is a Cyborg and thus is subject to going berserk. Note that the BerzerkAllowed= statement appears not to have an effect in Red Alert 2 when Cyborgs are badly damaged (as it did in Tiberian Sun) although you can still force units with this set to go berserk through the relevant AI Script action (see the AI.INI Guide).
|name=Cyborg
|files={{Categ|Rules(md).ini}}
|values={{values|boolean}}
|default=no
|types={{Categ|InfantryTypes}}
|ts=yes
|fs=yes
|ets=yes
|ra2=yes
|yr=yes
|rp=yes
}}
 
Defines whether an infantry will behave like a cyborg, rather than a normal soldier. This includes the loss of its legs when the cyborg is damaged heavily. During this process it regains 25% of its health, but it can only crawl from now on. The cyborg uses the prone sequence variants to create this effect.
 
Once a cyborg is crawling it can still be repaired back to full health, though its legs stay lost. Destroying a crawling cyborg finally kills it.
 
Damaging or destroying a cyborg displays the {{sl|General|InfantryExplode}} animation.
 
If {{sl|CombatDamage|BerzerkAllowed|yes|link}} is set, the cyborg can go berzerk if it is damaged. In {{Ra2}} and {{Yr}} the berzerk ability is not working, however, through AI Scripting, this can be re-enabled (see [[AI/ScriptActions]] for more info).
 
Cyborg logic does not work well together with deployable infantry, because the cyborg uses its prone status to indicate it has no legs and deploying and undeploying clears this.

Latest revision as of 21:56, 24 March 2013

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


Defines whether an infantry will behave like a cyborg, rather than a normal soldier. This includes the loss of its legs when the cyborg is damaged heavily. During this process it regains 25% of its health, but it can only crawl from now on. The cyborg uses the prone sequence variants to create this effect.

Once a cyborg is crawling it can still be repaired back to full health, though its legs stay lost. Destroying a crawling cyborg finally kills it.

Damaging or destroying a cyborg displays the [General]InfantryExplode= animation.

If [CombatDamage]BerzerkAllowed=yes is set, the cyborg can go berzerk if it is damaged. In Red Alert 2 and Yuri's Revenge the berzerk ability is not working, however, through AI Scripting, this can be re-enabled (see AI/ScriptActions for more info).

Cyborg logic does not work well together with deployable infantry, because the cyborg uses its prone status to indicate it has no legs and deploying and undeploying clears this.