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JumpJet: Difference between revisions
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EvilRenegade (talk | contribs) m Replacing Template:TTL with Template:F. |
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Specifies whether or not this unit should use the {{ | Specifies whether or not this unit should use the {{f|JumpJetControls|link}} to determine how it should move. In {{Ra2}}, each unit can specify its own values to override the default {{f|JumpJetControls|link}}. | ||
If a [[VehicleType]] is considered to be a jump jet then the War Factory that it emerges from will display its alternate production animation, regardless of the {{ | If a [[VehicleType]] is considered to be a jump jet then the War Factory that it emerges from will display its alternate production animation, regardless of the {{f|Locomotor|link}} of the emerging [[VehicleType]]. |
Revision as of 08:16, 27 November 2009
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 |
Specifies whether or not this unit should use the JumpJetControls to determine how it should move. In Red Alert 2, each unit can specify its own values to override the default JumpJetControls.
If a VehicleType is considered to be a jump jet then the War Factory that it emerges from will display its alternate production animation, regardless of the Locomotor of the emerging VehicleType.