NeedsEngineer: Difference between revisions
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Another effect of the tag is to prevent a building from playing its [[ActiveAnim]] or [[WorkingSound]] until captured and is tied to the logics [[ProduceCashStartup]], [[ProduceCashAmount]], and [[ProduceCashDelay]] as per oil derrick logic | Another effect of the tag is to prevent a building from playing its [[ActiveAnim]] or [[WorkingSound]] until captured and is tied to the logics [[ProduceCashStartup]], [[ProduceCashAmount]], and [[ProduceCashDelay]] as per oil derrick logic | ||
==Note== | |||
Adding <b>NeedsEngineer=yes</b> give to [[BuildingTypes]] will make the building unarmed <b>(Even if BuildingType has weapons)</b>. |
Latest revision as of 15:15, 17 September 2024
Flag: | NeedsEngineer |
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 BuildingType must be captured in order for a player to gain ownership of it. This is only used on the NeutralTechBuildings= in Red Alert 2. Setting this tag to 'yes' also serves as an override to the EVA announcement used when it is captured or lost (the EVA_Tech BuildingCaptured and EVA_TechBuildingLost voices are used instead of the EVA_BuildingCaptured voice).
Note: NeedsEngineer also prevents a neutral structure from auto acquiring and firing upon units - as seen on the Tech Outpost structure.
Additionally, since targeting of engineers by the AI is remarkably bogus, the tag NeedsEngineer=yes will cause engineers to target it when given any generic attack mission. The tag will also prevent the AI from immediately selling the building after an engineer captures it.
Another effect of the tag is to prevent a building from playing its ActiveAnim or WorkingSound until captured and is tied to the logics ProduceCashStartup, ProduceCashAmount, and ProduceCashDelay as per oil derrick logic
Note
Adding NeedsEngineer=yes give to BuildingTypes will make the building unarmed (Even if BuildingType has weapons).