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Difference between revisions of "InvisibleInGame"

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*Ignore the number of cells between which a new wall can be connected to an existing wall (assuming there are no obstructions)[[GuardRange]].
 
*Ignore the number of cells between which a new wall can be connected to an existing wall (assuming there are no obstructions)[[GuardRange]].
 
*Ignore tag [[UndeploysInto]]
 
*Ignore tag [[UndeploysInto]]
 +
*Ignore {{f|CanOccupyFire|yes|link}}
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*Ignore [[Buildup]]
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*Gain the {{f|CanC4|no|link}} effect.
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*Gain the {{f|Immune|yes|link}} effect.
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*Gain the {{f|ImmuneToPsionics|yes|link}} effect.
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*Receives the {{f|IvanBomb|yes|link}} effect but does not take damage.

Revision as of 18:13, 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: InvisibleInGame
File(s): rules(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: false
Applicable to: BuildingTypes


Determines whether or not this object is invisible to all players ingame, including the owner. It also cannot be targeted or destroyed by any other object on the map.

Cc alert.png Bugs/Side-Effects/Unexpected Limitations

Player-owned objects with InvisibleInGame=yes will cause reconnection errors if their presence somehow affects other players (for example, by firing a weapon). While not all uses cause problems, as a general rule, it isn't recommended to set this tag to 'yes' on anything owned by the player.