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Difference between revisions of "JumpJet"
From ModEnc
(Removing nickname (see ModEnc:Styleguide#No_Nicks ), adding proper flag template) |
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− | {{ | + | {{flag |
+ | |types={{Categ|Technoes}} | ||
+ | |values={{values|boolean}} | ||
+ | |default=no | ||
+ | |ts=yes | ||
+ | |fs=yes | ||
+ | |ets=yes | ||
+ | |ra2=yes | ||
+ | |yr=yes | ||
+ | }} | ||
+ | |||
Can be set to 'yes' or 'no' and determines whether or not this unit is a 'jump jet' and should therefore use the JumpjetControls rules for its movement, although uniquely in Red Alert 2 these rules can be over-ridden between each unit allowing for customization between different unit types. | Can be set to 'yes' or 'no' and determines whether or not this unit is a 'jump jet' and should therefore use the JumpjetControls rules for its movement, although uniquely in Red Alert 2 these rules can be over-ridden between each unit allowing for customization between different unit types. | ||
− | |||
Also, If this tag is applied to a VehicleType, the War Factory that builds this unit will use the alternate production animation regardless of its locomotor. | Also, If this tag is applied to a VehicleType, the War Factory that builds this unit will use the alternate production animation regardless of its locomotor. |
Revision as of 09:49, 15 August 2008
Flag: | JumpJet |
File(s): | rules(md).ini |
Values: | Boolean values: yes or no, true or false, 1 or 0 |
Default: | no |
Applicable to: | TechnoTypes:
AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes |
Can be set to 'yes' or 'no' and determines whether or not this unit is a 'jump jet' and should therefore use the JumpjetControls rules for its movement, although uniquely in Red Alert 2 these rules can be over-ridden between each unit allowing for customization between different unit types.
Also, If this tag is applied to a VehicleType, the War Factory that builds this unit will use the alternate production animation regardless of its locomotor.