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FireSuppress: Difference between revisions

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|default=0
|default=0
|types={{categ|CombatDamage}}
|types={{categ|CombatDamage}}
<!---|ts=yes--->
|ts=yes
<!---|fs=yes--->
|fs=yes
<!---|hp=yes--->
|hp=yes
<!---|ra2=yes--->
|ra2=yes
|yr=yes
|yr=yes
|ares=yes
|ares=yes
}}
}}
This tag controls the area, in cells, that a unit will scan for friendlies around a target and apply the {{f|Supress||link}} logic if the firing object has {{f|Supress|yes|link}}.<br>
This tag controls the area, in cells, that a unit will scan for friendlies around a target and apply the {{f|Supress||link}} logic if the firing object has {{f|Supress|yes|link}}.<br>
Although these two tags work, they are disused because the logic is CPU heavy when in use and can easily generate a large amount of lag.
Although these two tags work, they were not used in the officially released game because the logic is CPU heavy when in use and can easily generate a large amount of lag.


==See Also==
==See Also==
*[[Supress]]
*[[Supress]]

Latest revision as of 12:47, 12 January 2025

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: FireSuppress
File(s): Rules(md).ini
Values: Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767.
Default: 0
Applicable to: CombatDamage


This tag controls the area, in cells, that a unit will scan for friendlies around a target and apply the Supress= logic if the firing object has Supress=yes.
Although these two tags work, they were not used in the officially released game because the logic is CPU heavy when in use and can easily generate a large amount of lag.

See Also