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This flag determines whether this projectile can ignore/destroy walls in its path. If no, the unit firing it will only fire once it finds a firing location not obstructed by walls.
This flag determines whether this projectile can ignore/destroy walls in its path. If no, the unit firing it will only fire once it finds a firing location not obstructed by walls. It has been superseded by <tt>[[SubjectToWalls]]=</tt> in RA2/YR.
 
==Nots==
It has been superseded by <tt>[[SubjectToWalls]]=</tt> in RA2/YR.
*In [[Tiberian Sun]], this was used on wall-type buildings. I don't know What is the importance of <b>High=yes</b> to the wall?.
 
If on a projectile, this flag determines whether the projectile flies in a higher arc than normal, like that used by the Nod Artillery and GDI Juggernaut in Tiberian Sun.

Latest revision as of 14:20, 26 July 2024

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: High
File(s): rules(md).ini
Values: boolean
Default: no
Applicable to: Projectiles


This flag determines whether this projectile can ignore/destroy walls in its path. If no, the unit firing it will only fire once it finds a firing location not obstructed by walls. It has been superseded by SubjectToWalls= in RA2/YR.

Nots

  • In Tiberian Sun, this was used on wall-type buildings. I don't know What is the importance of High=yes to the wall?.