Doggie: Difference between revisions
No edit summary |
No edit summary |
||
(2 intermediate revisions by 2 users not shown) | |||
Line 1: | Line 1: | ||
{{ | {{Flag | ||
|name={{PAGENAME}} | |||
|files={{categ|ini=rules}} | |||
|types={{categ|InfantryTypes}} | |||
|values={{values|boolean}} | |||
|ts=yes | |||
|fs=yes | |||
|default=no | |||
|ra2obsolete=yes | |||
}} | |||
Used on the Tiberium Fiend in [[Tiberian Sun]]. Among other things this tag controls the hunting behavior and increases the panic duration when in red health with {{f|Fearless|no|link}} even if {{f|Fraidycat|no|link}}. | |||
{{f|Doggie|yes}} infantry on a guard mission will turn south-east and sit down (go prone) on cells containing any type of Tiberium. Tiberian Fiend art must have {{f|Crawls|yes|link}} for this to work. To make the Tiberian Fiend not fire when prone, use {{f|FireProne|0,0,0|yes}}. | |||
If hurt severely, the unit will stop attacking and run for a nearby cell containing Tiberium. This makes the Tiberium Fiend regenerate health if {{f|TiberiumHeal|yes|link}}. Consider at least setting {{f|TiberiumProof|yes|link}}, so the Fiend is not hurt more when fleeing. | |||
When dying, infantry with {{f|Doggie|yes}} plays {{tt|Die5}} sequence instead of using {{f|FlamingInfantry}} or the electro animation, and they do not leave any {{f|DeadBodies|link}} behind. | |||
This tag is obsolete in Red Alert 2 and Yuri's Revenge. It is parsed but does not do anything. |
Latest revision as of 05:26, 30 September 2014
Flag: | Doggie |
File(s): | rules(md).ini |
Values: | Boolean values: yes or no, true or false, 1 or 0 |
Default: | no |
Applicable to: | InfantryTypes |
Logic related to Doggie, as a whole or in part, is obsolete in Red Alert 2 and/or Yuri's Revenge. |
Used on the Tiberium Fiend in Tiberian Sun. Among other things this tag controls the hunting behavior and increases the panic duration when in red health with Fearless=no even if Fraidycat=no.
Doggie=yes infantry on a guard mission will turn south-east and sit down (go prone) on cells containing any type of Tiberium. Tiberian Fiend art must have Crawls=yes for this to work. To make the Tiberian Fiend not fire when prone, use FireProne=0,0,0.
If hurt severely, the unit will stop attacking and run for a nearby cell containing Tiberium. This makes the Tiberium Fiend regenerate health if TiberiumHeal=yes. Consider at least setting TiberiumProof=yes, so the Fiend is not hurt more when fleeing.
When dying, infantry with Doggie=yes plays Die5 sequence instead of using FlamingInfantry or the electro animation, and they do not leave any DeadBodies behind.
This tag is obsolete in Red Alert 2 and Yuri's Revenge. It is parsed but does not do anything.