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JumpjetAccel: Difference between revisions

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TAK02 (talk | contribs)
Put up what happens when mis-casing JumpJetAccel
ATHSE (talk | contribs)
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This flag is, in fact, NOT parsed. {{f|JumpJetAccel|link}} is parsed instead.
{{Flag
|name={{PAGENAME}}
|files={{categ|ini=rules}}
|types={{categ|InfantryTypes}}, {{categ|VehicleTypes}}
|values=float
|default=2.0
|ra2=yes
|yr=yes
}}


Typing JumpjetAccel instead will make the JumpJet unit never land in a similar fashion to {{f|BalloonHover|link}}. As a result, {{f|AG|link}}-only weapons won't target the unit. Only those with {{f|AA|link}}=yes.
Defines the acceleration and deceleration of this unit when flying using the Jumpjet locomotor. The deceleration is calculated by {{f|JumpjetAccel}} {{tt|* 1.5}}.


In theory, mis-casing it can be used as a 'fix' for the problem with BallonHover-ers always willing to occupy the same cell as the target.
This tag should be used with caution, as it can render Landable=yes units unable to actually land, due to the deceleration math never reaching exactly zero, and the unit will remain hovering at full (animation) speed without ever transitioning to idle speed.
 
==See also==
* {{f|Jumpjet|link}}

Latest revision as of 14:03, 9 April 2023

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: JumpjetAccel
File(s): rules(md).ini
Values: float
Default: 2.0
Applicable to: InfantryTypes, VehicleTypes


Defines the acceleration and deceleration of this unit when flying using the Jumpjet locomotor. The deceleration is calculated by JumpjetAccel * 1.5.

This tag should be used with caution, as it can render Landable=yes units unable to actually land, due to the deceleration math never reaching exactly zero, and the unit will remain hovering at full (animation) speed without ever transitioning to idle speed.

See also