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CrateBeneath: Difference between revisions

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m Replacing Template:TTL with Template:F.
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Can be set to 'yes' or 'no' and determines if this BuildingType leaves behind a random powerup crate when it is destroyed. A crate will only be left behind if the BuildingType was owned by a playable player (i.e. not neutral).
Can be set to 'yes' or 'no' and determines if this BuildingType leaves behind a random powerup crate when it is destroyed. A crate will only be left behind if the BuildingType was owned by a playable player (i.e. not neutral).
==Problems==
==Problems==
Due to the way the RA2/YR engine handles crates, a new crate is created every time a crate is removed (either because it was picked up or it has been in existence for the length of time determined by {{TTL|CrateRegen}}) this means that for each new crate created by this tag, there is always one more crate on the map. This can result in an unwanted surplus of crates on a map if multiple buildings with CrateBeneath are destroyed. The same results from new crates being added via {{TTL|CarriesCrate|yes}}.
Due to the way the RA2/YR engine handles crates, a new crate is created every time a crate is removed (either because it was picked up or it has been in existence for the length of time determined by {{f|CrateRegen|link}}) this means that for each new crate created by this tag, there is always one more crate on the map. This can result in an unwanted surplus of crates on a map if multiple buildings with CrateBeneath are destroyed. The same results from new crates being added via {{f|CarriesCrate|yes|link}}.

Revision as of 07:48, 27 November 2009

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: CrateBeneath
File(s): Rules(md).ini
Values: boolean
Default: no
Applicable to: BuildingTypes


Can be set to 'yes' or 'no' and determines if this BuildingType leaves behind a random powerup crate when it is destroyed. A crate will only be left behind if the BuildingType was owned by a playable player (i.e. not neutral).

Problems

Due to the way the RA2/YR engine handles crates, a new crate is created every time a crate is removed (either because it was picked up or it has been in existence for the length of time determined by CrateRegen) this means that for each new crate created by this tag, there is always one more crate on the map. This can result in an unwanted surplus of crates on a map if multiple buildings with CrateBeneath are destroyed. The same results from new crates being added via CarriesCrate=yes.