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JumpJet: Difference between revisions
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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 07:49, 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.