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{{DeeZireInclusion}}<br />
{{Flag
Can be set to 'true' or 'false' and specifies whether or not this object gets a deploy cursor when selected by the player thus allowing it to 'simple' deploy - that is, it does not 'deploy into' something but deploys to perform some other function such as activating a weapon. The logic attached to this tag allows transformation from one image (the unit) to another (say a different unit) through use of the {{tt|[[UnloadingClass]]}} tag.
|files={{Categ|ini=rules}}
|types={{Categ|VehicleTypes}}
|values={{values|Booleans}}
|default=no
|ra2=yes
|yr=yes
|ares=yes
}}
Specifies whether or not this object is allowed to deploy to change its weapon (specified by the [[DeployFireWeapon]] tag on the unit) and its [[Image]] (taken from the unit specified by the [[UnloadingClass]] tag). If specified, the unit will be able to fire its' DeployFireWeapon normally when deployed. If a vehicle only has [[DeployFire]], it will fire its' DeployFireWeapon directly at the ground underneath itself when deployed (although the weapon can also be fired at other targets by the unit's owner).  


===Notes===
The game will also play [[DeployingAnim]] when the unit is ordered to deploy or undeploy. Units which only have DeployFire will simply fire at the ground at their position when deployed and can be aimed at other targets and ordered to move as any other unit, while units which have IsSimpleDeployer will also be unable to move in this form, until ordered to deploy again.
* When deploying into the UnloadingClass, note that ''only'' the image gets transferred from that object to the deploying object. It seems to have no effect on weapons, hit points, armor, etc. The weapon used by the deployed form is the secondary weapon of the deploying original unit by default, though this may be modulated by the [[DeployFireWeapon]] setting.
 
* '''Turrets:'''
==Notes==
** If the original vehicle has <tt>[[Turret]]=yes</tt>, but the UnloadingClass does not have a turret, the deployed vehicle will still be able to fire in all directions, as if its weapon had OmniFire.
* If the unit is {{f|JumpJet|yes|link}} and has {{f|DeployToLand|yes|link}} set, it will first turn to face the direction specified by {{sl|AudioVisual|PoseDir}}, and land to deploy only after.
** If the original vehicle does NOT have a turret (Turret=no), but the UnloadingClass DOES have one (Turret=yes), the UnloadingClass graphic will be displayed with a turret, however the turret will not turn, but point straight forward. The deployed unit will turn on the spot to face targets, and fire its weapon at a frontal facing.
* If the original vehicle has {{f|Turret|yes|link}}, but the [[UnloadingClass]] does not, the game will still try to look for a turret graphic corresponding to the UnloadingClass image when the unit deploys, and will use an invisible turret if it doesn't find one.
** Wether the vehicle has a turret or not in the deployed form is, of course, determined by the Turret=y/n statement in the section of the vehicle defined as the UnloadingClass. Presumably, if the statement is set to yes, but no corresponding -TUR.vxl is present, the game will behave in the same fashion as for regular units, that is, grant an 'invisible turret' to that unit - it will behave as if it had a turret when firing, but no graphic will be displayed for it.
* If the original vehicle has {{f|Turret|no|link}}, but the [[UnloadingClass]] has {{f|Turret|yes|link}}, the turret image corresponding to the UnloadingClass image will still get loaded, but the unit itself will turn to face the target, with the turret fixed facing the same direction as the unit.
* The deploying vehicle becomes unable to move while deployed.
*Even though the tag '''IsSimpleDeployer''' exists in Ra2 But it can't be used. When you click to select [[VehicleTypes]] with the tag '''IsSimpleDeployer''', it will bring up a mouse icon to run.<br>But it will not be able to actually be used. (equivalent to '''Allied Construction Vehicle''' trying to change to '''Allied Shipyard''' on land😆)
* If no unloading class is set, the vehicle will keep its undeployed image, but all other effects still apply.
 
{{Bugs}}
*If there is only one <b><u><font style="color:blue">IsSimpleDeployer=yes</font></u></b> tag with no additional tags involved. This tag will disable the tag. <b><u>[[BalloonHover]]</u></b>
 
That is to say, <b><u>{{f|DeployToLand|true|Link}}</u></b>&IsSimpleDeploy=true can achieve the same hovering effect as <b><u>{{f|BalloonHover|yes|Link}}</u></b>, but if there is no <b><u>{{f|DeployToLand|true|Link}}</u></b> and only IsSimpleDeploy=true, even <b><u>{{f|BalloonHover|yes|Link}}</u></b> cannot prevent the unit from landing.
 
 
==See also==
* [[Deployer]]
* [[DeployFire]]
* [[DeployFireWeapon]]
* [[DeployToFire]]
* [[DeployToLand]]
* [[DeploysInto]]
 
* [[BalloonHover]]

Latest revision as of 00:18, 11 October 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: IsSimpleDeployer
File(s): rules(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: no
Applicable to: VehicleTypes


Specifies whether or not this object is allowed to deploy to change its weapon (specified by the DeployFireWeapon tag on the unit) and its Image (taken from the unit specified by the UnloadingClass tag). If specified, the unit will be able to fire its' DeployFireWeapon normally when deployed. If a vehicle only has DeployFire, it will fire its' DeployFireWeapon directly at the ground underneath itself when deployed (although the weapon can also be fired at other targets by the unit's owner).

The game will also play DeployingAnim when the unit is ordered to deploy or undeploy. Units which only have DeployFire will simply fire at the ground at their position when deployed and can be aimed at other targets and ordered to move as any other unit, while units which have IsSimpleDeployer will also be unable to move in this form, until ordered to deploy again.

Notes

  • If the unit is JumpJet=yes and has DeployToLand=yes set, it will first turn to face the direction specified by [AudioVisual]PoseDir=, and land to deploy only after.
  • If the original vehicle has Turret=yes, but the UnloadingClass does not, the game will still try to look for a turret graphic corresponding to the UnloadingClass image when the unit deploys, and will use an invisible turret if it doesn't find one.
  • If the original vehicle has Turret=no, but the UnloadingClass has Turret=yes, the turret image corresponding to the UnloadingClass image will still get loaded, but the unit itself will turn to face the target, with the turret fixed facing the same direction as the unit.
  • Even though the tag IsSimpleDeployer exists in Ra2 But it can't be used. When you click to select VehicleTypes with the tag IsSimpleDeployer, it will bring up a mouse icon to run.
    But it will not be able to actually be used. (equivalent to Allied Construction Vehicle trying to change to Allied Shipyard on land😆)

Bugs/Side-Effects/Unexpected Limitations

  • If there is only one IsSimpleDeployer=yes tag with no additional tags involved. This tag will disable the tag. BalloonHover

That is to say, DeployToLand=true&IsSimpleDeploy=true can achieve the same hovering effect as BalloonHover=yes, but if there is no DeployToLand=true and only IsSimpleDeploy=true, even BalloonHover=yes cannot prevent the unit from landing.


See also