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Difference between revisions of "PoweredUnit"
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{{DeeZireInclusion}}<br /> | {{DeeZireInclusion}}<br /> | ||
− | Can be set to 'yes' or 'no' and determines whether or not this unit requires the presence of a BuildingType to operate. The corresponding BuildingType must have the PowersUnit= statement present and specify this unit.<br /> | + | Can be set to 'yes' or 'no' and determines whether or not this unit requires the presence of a BuildingType to operate. The corresponding BuildingType must have the PowersUnit= statement present and specify this unit. Only works on VehicleTypes.<br /> |
+ | |||
(Yuri's Revenge Only) | (Yuri's Revenge Only) | ||
+ | ==Note== | ||
+ | *Effects from this tag Works the same as effects from the [[EMEffect]] tag (I suspect this tag is used instead of the [[EMEffect]] available in TS). | ||
+ | *Works at every level [[Layer]]. |
Latest revision as of 14:02, 16 September 2024
Flag: | PoweredUnit |
File(s): | rules(md).ini |
Values: | ERROR – No value types set! Please edit this page and fix the Flag template! |
This entry was copied from DeeZire's Red Alert 2 and Yuris Revenge INI Editing Guide for the sake of completeness. As it is not our intention to rip off DeeZire's work, this article is subject to a re-write and update with the latest community knowledge. For further information, please read Inclusion of The Guide. |
Can be set to 'yes' or 'no' and determines whether or not this unit requires the presence of a BuildingType to operate. The corresponding BuildingType must have the PowersUnit= statement present and specify this unit. Only works on VehicleTypes.
(Yuri's Revenge Only)