MissileSpawn: Difference between revisions
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Can be set to 'yes' or 'no' and determines whether or not this AircraftType is actually a spawned missile rather than a true aircraft, as the Dreadnaught and V3 spawn these types. If set to yes, this means (perhaps along with other functionality) that the kills scored by the spawned object count towards the veterancy of the spawning object (for example, the V3 Launcher can become Veteran or Elite by the kills done by the V3 Rockets it spawns). Another apparent function is that no more instances of an object with MissileSpawn=yes are spawned once the spawning object is no longer itself attacking (for example, an Aircraft Carrier will spawn fighters at a target even when having been ordered to move, as long as the target is within range, opposed to the V3 Launcher, which stops spawning when moving). | Can be set to 'yes' or 'no' and determines whether or not this AircraftType is actually a spawned missile rather than a true aircraft, as the Dreadnaught and V3 spawn these types. If set to yes, this means (perhaps along with other functionality) that the kills scored by the spawned object count towards the veterancy of the spawning object (for example, the V3 Launcher can become Veteran or Elite by the kills done by the V3 Rockets it spawns). Another apparent function is that no more instances of an object with MissileSpawn=yes are spawned once the spawning object is no longer itself attacking (for example, an Aircraft Carrier will spawn fighters at a target even when having been ordered to move, as long as the target is within range, opposed to the V3 Launcher, which stops spawning when moving). | ||
The tag also seems to have the effect of rendering the relevant aircraft type immune to the death of the object that spawned it. If an aircraft is spawned by another object, is is normally instantly destroyed when the spawning object gets destroyed. Missiles, on the other hand, stay 'locked' on their flight path, even after the death of the spawning object. |
Revision as of 14:04, 29 March 2009
Flag: | MissileSpawn |
File(s): | rules(md).ini |
Values: | Boolean values: yes or no, true or false, 1 or 0 |
Can be set to 'yes' or 'no' and determines whether or not this AircraftType is actually a spawned missile rather than a true aircraft, as the Dreadnaught and V3 spawn these types. If set to yes, this means (perhaps along with other functionality) that the kills scored by the spawned object count towards the veterancy of the spawning object (for example, the V3 Launcher can become Veteran or Elite by the kills done by the V3 Rockets it spawns). Another apparent function is that no more instances of an object with MissileSpawn=yes are spawned once the spawning object is no longer itself attacking (for example, an Aircraft Carrier will spawn fighters at a target even when having been ordered to move, as long as the target is within range, opposed to the V3 Launcher, which stops spawning when moving).
The tag also seems to have the effect of rendering the relevant aircraft type immune to the death of the object that spawned it. If an aircraft is spawned by another object, is is normally instantly destroyed when the spawning object gets destroyed. Missiles, on the other hand, stay 'locked' on their flight path, even after the death of the spawning object.