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Difference between revisions of "NukeSilo"
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− | {{ | + | {{Flag |
− | + | |name={{PAGENAME}} | |
+ | |files={{Categ|Rules(md).ini}} | ||
+ | |values=1 Boolean | ||
+ | |default=no | ||
+ | |types={{Categ|BuildingTypes}} | ||
+ | |ts=yes | ||
+ | |fs=yes | ||
+ | |ra2=yes | ||
+ | |yr=yes | ||
+ | |rp=yes | ||
+ | }} | ||
+ | This tag makes - if set to "yes" - the BuildingType to which this tag is applied a nuke silo. | ||
+ | |||
+ | Once a nuclear missile is about to be launched, the game checks every building the firing player owns for NukeSilo=yes.<br> | ||
+ | The first building to be found to be a nuke silo will fire the nuclear missile and play the corresponding animations. | ||
+ | |||
+ | This is also why multiple nuke silos do not work (only the first one found by the game would fire the nuke). |
Latest revision as of 12:00, 9 August 2024
Flag: | NukeSilo |
File(s): | Rules(md).ini |
Values: | 1 Boolean |
Default: | no |
Applicable to: | BuildingTypes |
This tag makes - if set to "yes" - the BuildingType to which this tag is applied a nuke silo.
Once a nuclear missile is about to be launched, the game checks every building the firing player owns for NukeSilo=yes.
The first building to be found to be a nuke silo will fire the nuclear missile and play the corresponding animations.