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EliteOccupyWeapon: Difference between revisions

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Add flag "EliteOccupyWeapon"
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Specifies the weapon that this unit should use when occupying an urban structure or bunker when the specified unit is elite. The unit should have {{TTL|Occupier}}=yes set, and should also have the OccupyWeapon tag set to a weapon for this to work properly.
Specifies the weapon that this unit should use when occupying an urban structure or bunker when the specified unit is elite. The unit should have {{f|Occupier|link}}=yes set, and should also have the OccupyWeapon tag set to a weapon for this to work properly.


The unit will then fire its designated EliteOccupyWeapon from the structure at a specific global {{TTL|OccupyWeaponRange}} and damage the target using the weapon's {{TTL|Damage}} multiplied by {{TTL|OccupyDamageMultiplier}}(global). The rate of fire of the weapon should be the weapon's {{TTL|ROF}} multiplied by {{TTL|OccupyROFMultiplier}}(global).
The unit will then fire its designated EliteOccupyWeapon from the structure at a specific global {{f|OccupyWeaponRange|link}} and damage the target using the weapon's {{f|Damage|link}} multiplied by {{f|OccupyDamageMultiplier|link}}(global). The rate of fire of the weapon should be the weapon's {{f|ROF|link}} multiplied by {{f|OccupyROFMultiplier|link}}(global).


See {{TTL|OccupyWeapon}} for information on unit bunker weapons when green or veteran.
See {{f|OccupyWeapon|link}} for information on unit bunker weapons when green or veteran.


{{Automatictypelist|2=Weapons}}
{{Automatictypelist|2=Weapons}}

Revision as of 07:56, 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: EliteOccupyWeapon
File(s): Rules(md).ini
Values: Strings: Normal text. (Limited to: Weapons)
Applicable to: TechnoTypes


Specifies the weapon that this unit should use when occupying an urban structure or bunker when the specified unit is elite. The unit should have Occupier=yes set, and should also have the OccupyWeapon tag set to a weapon for this to work properly.

The unit will then fire its designated EliteOccupyWeapon from the structure at a specific global OccupyWeaponRange and damage the target using the weapon's Damage multiplied by OccupyDamageMultiplier(global). The rate of fire of the weapon should be the weapon's ROF multiplied by OccupyROFMultiplier(global).

See OccupyWeapon for information on unit bunker weapons when green or veteran.

Automatic List Inclusion

Weapons used as values for this flag are automatically listed under the appropriate internal array. However no harm can be done by listing them manually.