ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.

Underwater: Difference between revisions

From ModEnc
Jump to navigation Jump to search
Vinifera7 (talk | contribs)
reformatted with additional information
Testid123 (talk | contribs)
mNo edit summary
 
(5 intermediate revisions by 5 users not shown)
Line 3: Line 3:
|files={{Categ|Rules(md).ini}}
|files={{Categ|Rules(md).ini}}
|values=boolean
|values=boolean
|special=None
|default=no
|default=no
|types={{Categ|InfantryTypes}}, {{Categ|VehicleTypes}}, {{Categ|AircraftTypes}}, {{Categ|BuildingTypes}}
|types={{Categ|InfantryTypes}}, {{Categ|VehicleTypes}}, {{Categ|AircraftTypes}}, {{Categ|BuildingTypes}}, {{Categ|Projectiles}}
|games=[[RA2]], [[YR]]
|ra=yes
|ra2=yes
|yr=yes
|rp=yes
}}
}}


{{tt|Underwater{{Equal}}yes}} has two effects:
{{tt|Underwater{{Equal}}yes}} has three known effects and one untested effect:
* Primarily, it is used to classify the object as being underwater, for the purposes of the {{TTL|NavalTargeting}} logic.
* Primarily, it is used to classify the object as being underwater, for the purposes of the {{f|NavalTargeting|link}} logic.
* It will also stop the object from displaying the {{TTL|Wake}} animation when traveling over water.
* It will also stop the object from displaying the {{f|Wake|link}} animation when traveling over water.
* It will disable the "sinking" death logic for the unit, instead displaying explosions
* {{tt|It will also restrict units from recloaking when it is in fact on land.}}
 
For [[Red Alert]] this is used with [[Projectiles]] which works like a [[Level]] tag (I'm not sure Has it been replaced by a name change?)
{{Bugs}}
 
If you give '''Underwater=yes''' to any building that is in the water Those buildings will suffer the same negative effects as units in water.
 
'''[GAYAYD]'''
 
'''Underwater=yes'''
 
When we force '''Destroyer(DEST)''' to attack the '''Allied Shipyard(GAYARD)'''
 
'''Destroyer(DEST)''' will attack the '''Allied Shipyard(GAYARD)''' with a secondary weapon([[Secondary]]) instead of the main weapon([[Primary]]).

Latest revision as of 16:08, 22 July 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: Underwater
File(s): Rules(md).ini
Values: boolean
Default: no
Applicable to: InfantryTypes, VehicleTypes, AircraftTypes, BuildingTypes, Projectiles


Underwater=yes has three known effects and one untested effect:

  • Primarily, it is used to classify the object as being underwater, for the purposes of the NavalTargeting logic.
  • It will also stop the object from displaying the Wake animation when traveling over water.
  • It will disable the "sinking" death logic for the unit, instead displaying explosions
  • It will also restrict units from recloaking when it is in fact on land.

For Red Alert this is used with Projectiles which works like a Level tag (I'm not sure Has it been replaced by a name change?)

Bugs/Side-Effects/Unexpected Limitations

If you give Underwater=yes to any building that is in the water Those buildings will suffer the same negative effects as units in water.

[GAYAYD]

Underwater=yes

When we force Destroyer(DEST) to attack the Allied Shipyard(GAYARD)

Destroyer(DEST) will attack the Allied Shipyard(GAYARD) with a secondary weapon(Secondary) instead of the main weapon(Primary).