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

JumpJet: Difference between revisions

From ModEnc
Jump to navigation Jump to search
Marshall (talk | contribs)
Deesire definition hadn't been rewritten
Testid123 (talk | contribs)
mNo edit summary
 
(5 intermediate revisions by 4 users not shown)
Line 9: Line 9:
|yr=yes
|yr=yes
}}
}}
Specifies whether or not this unit should use the [[Jumpjet_flags|jumpjet controls]] to determine how it should move.


Specifies whether or not this unit should use the {{TTL|JumpJetControls}} to determine how it should move. In {{Ra2}}, each unit can specify its own values to override the default {{TTL|JumpJetControls}}.
==Effect On Vehicle Production Buildings==
In {{ra2}} and {{yr}}, if a [[VehicleType|vehicle]] is considered to be a jumpjet then the War Factory that it emerges from will display its alternate production animation, regardless of the {{f|Locomotor|link}} of the emerging vehicle.


If a [[VehicleType]] is considered to be a jump jet then the War Factory that it emerges from will display its alternate production animation, regardless of the {{TTL|Locomotor}} of the emerging [[VehicleType]].
==Note==
*For [[Tiberian Sun]] and [[Firestorm]] any unit with the tag '''Jumpjet=yes''', that unit's shadow They are drawn according to the size of the unit.
 
{{Bugs}}
In {{ts}}, a vehicle using {{f|JumpJet|yes}} as well as the same jumpjet [[locomotor]] as the Jumpjet Infantry, will become immune to normal damage while airborne. Only ambient sources like [[Particles_and_ParticleSystems#BehavesLike.3DRailgun|railguns]] can inflict damage on the jumpjet vehicle.
 
[[Category:Jumpjet Flags]]

Latest revision as of 10:29, 1 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: JumpJet
File(s): rules(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: no
Applicable to: TechnoTypes:

AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes



Specifies whether or not this unit should use the jumpjet controls to determine how it should move.

Effect On Vehicle Production Buildings

In Red Alert 2 and Yuri's Revenge, if a vehicle is considered to be a jumpjet then the War Factory that it emerges from will display its alternate production animation, regardless of the Locomotor of the emerging vehicle.

Note

  • For Tiberian Sun and Firestorm any unit with the tag Jumpjet=yes, that unit's shadow They are drawn according to the size of the unit.

Bugs/Side-Effects/Unexpected Limitations

In Tiberian Sun, a vehicle using JumpJet=yes as well as the same jumpjet locomotor as the Jumpjet Infantry, will become immune to normal damage while airborne. Only ambient sources like railguns can inflict damage on the jumpjet vehicle.