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{{Flag
{{Flag
|name=AG
|name=AG
|files=rules(md).ini
|files={{Categ|ini=rules}}
|values=boolean
|types={{Categ|Projectiles}}
|special=None
|values={{values|Booleans}}
|default=yes
|default=yes
|types=Projectiles
|ra=yes
|games=RA, TS/FS, RA2/YR
|cs=yes
|am=yes
|ts=yes
|fs=yes
|ets=yes
|ra2=yes
|yr=yes
|rp=yes
}}
}}
This flag determines whether a weapon can fire at objects moving on ground level or not, by allowing or disallowing it's projectile to move towards them.
This flag determines whether a weapon can fire at objects moving on ground level or not, by allowing or disallowing it's projectile to move towards them. In ''Tiberian Sun'', weapons that use a projectile with <tt>AG=no</tt> cannot fire at acctual targets on the ground, but they can forcefire at terrain. In ''Red Alert 2'', this works in reverse - such weapons are unable to forcefire at the ground, however they may still attack targets on the ground. To cause TechnoTypes armed with such weapons to be unable to fire at ground targets, {{tt|LandTargeting}} must be set to '1' on these TechnoTypes.
 


'''Note:''' Although AA is set to "yes" on RA2's and YR's Patriot Missile and Flak Cannon, they do in fact ''not'' fire on falling paratroopers. This is due to a special logic involved, classifying paratroopers as ground units.
'''Note:''' Although AA is set to "yes" on RA2's and YR's Patriot Missile and Flak Cannon, they do in fact ''not'' fire on falling paratroopers. This is due to a special logic involved, classifying paratroopers as ground units.
In order to get those defenses to fire on paratroopers as they should, <tt>AG=yes</tt> must be set on both <tt>[AAHeatSeeker]</tt> and <tt>[FlakProj]</tt>. The <tt>[[LandTargeting]]</tt> will prevent these AA defenses from firing on units on the ground.
In order to get those defenses to fire on paratroopers as they should, <tt>AG=yes</tt> must be set on both <tt>[AAHeatSeeker]</tt> and <tt>[FlakProj]</tt>. The <tt>[[LandTargeting]]</tt> will prevent these AA defenses from firing on units on the ground.


[[Category:Rules(md).ini Flags]]
==Note==
[[Category:Projectile Flags]]
*If the [[Projectile]] of the weapon in the section [[OccupyWeapon]] and [[EliteOccupyWeapon]] has '''AG=no''' those weapons cannot be fired from buildings.
[[Category:General Editing Information]]

Latest revision as of 14:51, 15 December 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: AG
File(s): rules(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: yes
Applicable to: Projectiles


This flag determines whether a weapon can fire at objects moving on ground level or not, by allowing or disallowing it's projectile to move towards them. In Tiberian Sun, weapons that use a projectile with AG=no cannot fire at acctual targets on the ground, but they can forcefire at terrain. In Red Alert 2, this works in reverse - such weapons are unable to forcefire at the ground, however they may still attack targets on the ground. To cause TechnoTypes armed with such weapons to be unable to fire at ground targets, LandTargeting must be set to '1' on these TechnoTypes.

Note: Although AA is set to "yes" on RA2's and YR's Patriot Missile and Flak Cannon, they do in fact not fire on falling paratroopers. This is due to a special logic involved, classifying paratroopers as ground units. In order to get those defenses to fire on paratroopers as they should, AG=yes must be set on both [AAHeatSeeker] and [FlakProj]. The LandTargeting will prevent these AA defenses from firing on units on the ground.

Note