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{{DeeZireInclusion}}<br />
{{Flag
Can be set to 'yes' or 'no' and determines whether or not this Super Weapon is disabled when you switch the 'Super Weapons' option on or off in the Multiplayer Game set-up screen. NOTE: the effect of this is that the structure which provides this Super Weapon cannot be built by players so use caution (effectively it has TechLevel=-1 set) - it is best to ensure that the only purpose of a structure with a Super Weapon is to actually provide that Super Weapon. There is one exception to this however - in Yuri's Revenge, disabling Super Weapons also disables the Force Shield function although you are still able to build a Battle Lab. TIP: if you set this to 'yes', giving an object a Prerequisite= set to the structure to which this Super Weapon is attached effectively means that the object can only be built with Super Weapons enabled in the game or your game mode - this is a crude way of allowing 'super units'.
|name={{PAGENAME}}
|files={{Categ|Rules(md).ini}}
|values=boolean
|default=no
|types={{Categ|SuperWeaponTypes}}
|ra2=yes
|yr=yes
|rp=yes
}}
 
Specifies whether this [[SuperWeaponType]] is enabled even when the "Super Weapons" checkbox in the game setup screen is unchecked. This also prevents players from building the structure carrying this super weapon (exception: {{yro}} if the structure is listed under [{{f|AI|link}}]{{arr|r}}{{f|BuildTech|link}}, players will still be able to build it, however the super weapon itself will not appear).
 
Note that there is a bug in {{Ra2}}/{{Yr}} that causes any super weapon with {{f|DisableableFromShell|yes|link}} set to '''also''' be disabled in the single player campaigns if the user has disabled super weapons in single player skirmish. In the [[UMP]], this is fixed by setting {{f|DisableableFromShell|no|link}} on all super weapons in the main [[Rules]], and then restoring {{f|DisableableFromShell|yes|link}} for the relevant super weapons in all the [[MP_Modes|MP Modes]].<br>[[BuildingTypes]] with AI's {{f|Wall|yes|link}} tag. will not be affected by this glitch. But for the players It will make it impossible to build a wall.

Latest revision as of 16:08, 17 October 2024

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: DisableableFromShell
File(s): Rules(md).ini
Values: boolean
Default: no
Applicable to: SuperWeaponTypes


Specifies whether this SuperWeaponType is enabled even when the "Super Weapons" checkbox in the game setup screen is unchecked. This also prevents players from building the structure carrying this super weapon (exception: if the structure is listed under [AI]→BuildTech, players will still be able to build it, however the super weapon itself will not appear).

Note that there is a bug in Red Alert 2/Yuri's Revenge that causes any super weapon with DisableableFromShell=yes set to also be disabled in the single player campaigns if the user has disabled super weapons in single player skirmish. In the UMP, this is fixed by setting DisableableFromShell=no on all super weapons in the main Rules, and then restoring DisableableFromShell=yes for the relevant super weapons in all the MP Modes.
BuildingTypes with AI's Wall=yes tag. will not be affected by this glitch. But for the players It will make it impossible to build a wall.