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Difference between revisions of "Gate"
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{{DeeZireInclusion}}<br /> | {{DeeZireInclusion}}<br /> | ||
Can be set to 'yes' or 'no' and determines whether or not this BuildingType is classed as a gate, which means it can 'open' and 'close' to allow and disallow passage of units across it. | Can be set to 'yes' or 'no' and determines whether or not this BuildingType is classed as a gate, which means it can 'open' and 'close' to allow and disallow passage of units across it. | ||
+ | ==Note== | ||
+ | This logic will work correctly If [[BuildingType]] with <b>Gate=yes</b> tag were ours.<br>[[BuildingTypes]] will not be able to attack <b>(even if [[BuildingType]] has a weapon)</b> | ||
+ | {{Bugs}} | ||
+ | >This causes <b>[[Foundation]]</b> with large values <b>(e.g. Foundation=4x4)</b> to display incorrectly. | ||
+ | |||
+ | ><b>[[Buildup]]</b> is played in reverse. |
Latest revision as of 13:17, 18 September 2024
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Flag: | Gate |
File(s): | rules(md).ini |
Values: | ERROR – No value types set! Please edit this page and fix the Flag template! |
This entry was copied from DeeZire's Red Alert 2 and Yuris Revenge INI Editing Guide for the sake of completeness. As it is not our intention to rip off DeeZire's work, this article is subject to a re-write and update with the latest community knowledge. For further information, please read Inclusion of The Guide. |
Can be set to 'yes' or 'no' and determines whether or not this BuildingType is classed as a gate, which means it can 'open' and 'close' to allow and disallow passage of units across it.
Note
This logic will work correctly If BuildingType with Gate=yes tag were ours.
BuildingTypes will not be able to attack (even if BuildingType has a weapon)
Bugs/Side-Effects/Unexpected Limitations
>This causes Foundation with large values (e.g. Foundation=4x4) to display incorrectly.
>Buildup is played in reverse.