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EliteOccupyWeapon: Difference between revisions

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Add flag "EliteOccupyWeapon"
Vinifera7 (talk | contribs)
Revised. Did you know that this defaults to ElitePrimary and not OccupyWeapon? I didn't.
 
(One intermediate revision by one other user not shown)
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{{Flag
{{Flag
|name=EliteOccupyWeapon
|values={{Values|strings|[[Weapons]]}}
|files={{Categ|Rules(md).ini}}
|default={{f|ElitePrimary|link}}
|values={{Values|string|[[Weapons]]}}
|types={{Categ|InfantryTypes}}
|types={{Categ|TechnoTypes}}
|ra2=yes
|yr=yes
|yr=yes
|rp=yes
}}
}}


Specifies the weapon that this unit should use when occupying an urban structure or bunker when the specified unit is elite. The unit should have {{TTL|Occupier}}=yes set, and should also have the OccupyWeapon tag set to a weapon for this to work properly.
This flag specifies the [[Weapons|weapon]] that an [[InfantryTypes|infantry]] with {{f|Occupier|yes|link}} and whose veterancy status is "elite" should fire when occupying a [[BuildingTypes|building]] with {{f|CanBeOccupied|yes|link}} and {{f|MaxNumberOccupants|link}} set to a positive [[Help:Values#Integers|integer]] greater than 0.


The unit will then fire its designated EliteOccupyWeapon from the structure at a specific global {{TTL|OccupyWeaponRange}} and damage the target using the weapon's {{TTL|Damage}} multiplied by {{TTL|OccupyDamageMultiplier}}(global). The rate of fire of the weapon should be the weapon's {{TTL|ROF}} multiplied by {{TTL|OccupyROFMultiplier}}(global).
If the infantry's veterancy status is "green" or "veteran", it will instead use the weapon specified by {{f|OccupyWeapon|link}}.


See {{TTL|OccupyWeapon}} for information on unit bunker weapons when green or veteran.
The range of any weapon fired by an occupant is overridden by {{s|CombatDamage|link}}{{arr}}{{f|OccupyWeaponRange|link}}. Those weapons also get additional multiplers to {{f|Damage|link}} and {{f|ROF|link}} specified by {{s|CombatDamage}}{{arr}}{{f|OccupyDamageMultiplier|link}} and {{s|CombatDamage}}{{arr}}{{f|OccupyROFMultiplier|link}}, respectively.


{{Automatictypelist|2=Weapons}}
If a weapon fired by an occupant has {{f|OccupantAnim|link}} set to any valid [[Animations|animation]], it will be displayed when the weapon is fired accordingly.
 
{{Automatictypelist|Weapons|Weapons}}
 
==See also==
* {{f|Occupier|link}}
* {{f|OccupyWeapon|link}}
* {{f|OccupyPip|link}}

Latest revision as of 01:37, 7 December 2009

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: EliteOccupyWeapon
File(s): rules(md).ini
Values: Strings: Normal text. (Limited to: Weapons)
Default: ElitePrimary
Applicable to: InfantryTypes


This flag specifies the weapon that an infantry with Occupier=yes and whose veterancy status is "elite" should fire when occupying a building with CanBeOccupied=yes and MaxNumberOccupants set to a positive integer greater than 0.

If the infantry's veterancy status is "green" or "veteran", it will instead use the weapon specified by OccupyWeapon.

The range of any weapon fired by an occupant is overridden by [CombatDamage]OccupyWeaponRange. Those weapons also get additional multiplers to Damage and ROF specified by [CombatDamage]OccupyDamageMultiplier and [CombatDamage]OccupyROFMultiplier, respectively.

If a weapon fired by an occupant has OccupantAnim set to any valid animation, it will be displayed when the weapon is fired accordingly.

Automatic List Inclusion

Weapons used as values for this flag are automatically listed under the internal [Weapons] array. However no harm can be done by listing them manually.

See also