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Added a note about EliteAbilities and Elite
 
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{{DeeZireInclusion}}<br />
{{Flag
Lists the special attributes that this object obtains when it reaches Elite status. These can be any from the following list, each separated by a comma. Note that although others are listed in RULES.INI only the following ones are valid in Red Alert 2;-<br />
|name=EliteAbilities
<br />
|files={{Categ|Rules(md).ini}}
FASTER - increase to units Speed=<br />
|values={{Values|stringlist|hardcoded values (see article)}}
STRONGER - increase to units Strength=<br />
|default=none
SCATTER - unit gets ability to auto-scatter from enemy fire/damage<br />
|types=All {{Categ|TechnoTypes}}: {{Categ|InfantryTypes}}, {{Categ|VehicleTypes}}, {{Categ|AircraftTypes}}, and {{Categ|BuildingTypes}}
FIREPOWER - increase to Damage= inflicted by units weapons<br />
|ts=yes
SIGHT - units Sight= range is increased<br />
|fs=yes
CLOAK - unit gains Cloakable=yes (this is the submarine submerge logic in Red Alert 2)<br />
|hp=yes
TIBERIUM_PROOF - unit gains TiberiumProof=yes (valid but obsolete)<br />
|ra2=yes
VEIN_PROOF - unit gains ImmuneToVeins=yes<br />
|yr=yes
SELF_HEAL - unit gains SelfHealing=yes<br />
|ares=yes
EXPLODES - unit gets Explodes=yes property, causing collateral damage when destroyed<br />
}}
RADAR_INVISIBLE - unit gains RadarInvisble=yes rendering it invisible on enemy radar<br />
 
SENSORS - unit gains Sensors=yes thus ability to detect cloaked (submarine) units<br />
This flag specifies a list of veterancy bonuses that this object gains when it reaches "Elite" stage. All possible values are hardcoded, and are listed at {{f|VeteranAbilities|link}}.
FEARLESS - unit gains Fearless=yes and does not go prone (does not sustain ProneDamage=)<br />
 
TIBERIUM_HEAL - unit gains TiberiumHeal=yes (valid but obsolete)<br />
These values do not stack with {{f|VeteranAbilities}}; i.e. you do not get twice the damage reduction from having the {{tt|ARMOR}} statement in both lists. However, current abilities cannot be altered between Veteran and Elite level. In other words, the game will still keep the {{tt|SENSORS}} ability at Elite level, even if it is only in the Veteran list.
GUARD_AREA - unit gains the DefaultToGuardArea=yes property<br />
 
CRUSHER - unit gets Crusher=yes and will crush any objects which have Crushable=yes set<br />
'''Note''': Contrary to what one might expect, the {{tt|FIREPOWER}} and {{tt|ROF}} bonuses are applied to the object's {{f|Elite|link}} weapon, if any.
C4 - unit gets C4=yes and can use C4 on BuildingTypes
 
== See Also ==
*{{f|VeteranAbilities|link}}

Latest revision as of 11:54, 22 March 2021

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Flag: EliteAbilities
File(s): Rules(md).ini
Values: Comma-separated list of strings. (Limited to: hardcoded values (see article))
Default: none
Applicable to: All TechnoTypes: InfantryTypes, VehicleTypes, AircraftTypes, and BuildingTypes


This flag specifies a list of veterancy bonuses that this object gains when it reaches "Elite" stage. All possible values are hardcoded, and are listed at VeteranAbilities.

These values do not stack with VeteranAbilities; i.e. you do not get twice the damage reduction from having the ARMOR statement in both lists. However, current abilities cannot be altered between Veteran and Elite level. In other words, the game will still keep the SENSORS ability at Elite level, even if it is only in the Veteran list.

Note: Contrary to what one might expect, the FIREPOWER and ROF bonuses are applied to the object's Elite weapon, if any.

See Also