ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.
NukeSilo: Difference between revisions
Jump to navigation
Jump to search
No edit summary |
mNo edit summary |
||
(2 intermediate revisions by 2 users not shown) | |||
Line 1: | Line 1: | ||
{{ | {{Flag | ||
|name={{PAGENAME}} | |||
|files={{Categ|Rules(md).ini}} | |||
|values=1 Boolean | |||
|default=no | |||
|types={{Categ|BuildingTypes}} | |||
|ts=yes | |||
|fs=yes | |||
|ra2=yes | |||
|yr=yes | |||
|rp=yes | |||
}} | |||
This tag makes - if set to "yes" - the BuildingType to which this tag is applied a nuke silo. | |||
Once a nuclear missile is about to be launched, the game checks every building the firing player owns for NukeSilo=yes.<br> | |||
The first building to be found to be a nuke silo will fire the nuclear missile and play the corresponding animations. | |||
This is also why multiple nuke silos do not work (only the first one found by the game would fire the nuke). |
Latest revision as of 10:00, 9 August 2024
Flag: | NukeSilo |
File(s): | Rules(md).ini |
Values: | 1 Boolean |
Default: | no |
Applicable to: | BuildingTypes |
This tag makes - if set to "yes" - the BuildingType to which this tag is applied a nuke silo.
Once a nuclear missile is about to be launched, the game checks every building the firing player owns for NukeSilo=yes.
The first building to be found to be a nuke silo will fire the nuclear missile and play the corresponding animations.
This is also why multiple nuke silos do not work (only the first one found by the game would fire the nuke).