ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.
Assaulter: Difference between revisions
Jump to navigation
Jump to search
No edit summary |
modernized |
||
(2 intermediate revisions by 2 users not shown) | |||
Line 10: | Line 10: | ||
}} | }} | ||
This tag determines whether the [[InfantryTypes|infantry]] can enter garrisoned structures, and remove all of its occupants. Values supported are 'yes' or 'no'. The <tt>Assaulter</tt> infantry will use its [[Primary]] weapon to clear the building, and that weapon must have an [[AssaultAnim|AssaultAnim=]] specified. | |||
{{bugs}} | |||
Infantry with <tt>Assaulter=yes</tt> with <tt>C4=no</tt>, will not 'clear' the building. | |||
If an infantry is an <tt>Assaulter</tt>, it cannot also be {{f|Agent|yes|link}} or {{f|Engineer|yes|link}}. | |||
==See Also== | |||
[[CanBeOccupied]] | |||
[[Occupier]] | |||
[[OccupyWeapon]] |
Latest revision as of 04:24, 21 April 2025
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
Flag: | Assaulter |
File(s): | Rules(md).ini |
Values: | Boolean values: yes or no, true or false, 1 or 0 |
Default: | no |
Applicable to: | InfantryTypes |
This tag determines whether the infantry can enter garrisoned structures, and remove all of its occupants. Values supported are 'yes' or 'no'. The Assaulter infantry will use its Primary weapon to clear the building, and that weapon must have an AssaultAnim= specified.
Bugs/Side-Effects/Unexpected Limitations
Infantry with Assaulter=yes with C4=no, will not 'clear' the building.
If an infantry is an Assaulter, it cannot also be Agent=yes or Engineer=yes.