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Difference between revisions of "JumpJet"
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− | + | Specifies whether or not this unit should use the [[Jumpjet_flags|jumpjet controls]] to determine how it should move. | |
− | + | ==Effect On Vehicle Production Buildings== | |
+ | In {{ra2}} and {{yr}}, if a [[VehicleType|vehicle]] is considered to be a jumpjet then the War Factory that it emerges from will display its alternate production animation, regardless of the {{f|Locomotor|link}} of the emerging vehicle. | ||
+ | |||
+ | {{Bugs}} | ||
+ | In {{ts}}, a vehicle using {{f|JumpJet|yes}} as well as the same jumpjet [[locomotor]] as the Jumpjet Infantry, will become immune to normal damage while airborne. Only ambient sources like [[Particles_and_ParticleSystems#BehavesLike.3DRailgun|railguns]] can inflict damage on the jumpjet vehicle. | ||
+ | |||
+ | [[Category:Jumpjet Flags]] |
Latest revision as of 12:51, 29 April 2024
Flag: | JumpJet |
File(s): | rules(md).ini |
Values: | Boolean values: yes or no, true or false, 1 or 0 |
Default: | no |
Applicable to: | TechnoTypes:
AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes |
Specifies whether or not this unit should use the jumpjet controls to determine how it should move.
Effect On Vehicle Production Buildings
In Red Alert 2 and Yuri's Revenge, if a vehicle is considered to be a jumpjet then the War Factory that it emerges from will display its alternate production animation, regardless of the Locomotor of the emerging vehicle.