AG: Difference between revisions
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{{Flag | {{Flag | ||
|name=AG | |name=AG | ||
|files=rules | |files={{Categ|ini=rules}} | ||
| | |types={{Categ|Projectiles}} | ||
| | |values={{values|Booleans}} | ||
|default=yes | |default=yes | ||
| | |ra=yes | ||
| | |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. | ||
[[ | ==Note== | ||
[[ | *If the [[Projectile]] of the weapon in the section [[OccupyWeapon]] and [[EliteOccupyWeapon]] has '''AG=no''' those weapons cannot be fired from buildings. | ||
[[ |
Latest revision as of 14:51, 15 December 2024
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
- If the Projectile of the weapon in the section OccupyWeapon and EliteOccupyWeapon has AG=no those weapons cannot be fired from buildings.