ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.
JumpJet: Difference between revisions
Jump to navigation
Jump to search
EvilRenegade (talk | contribs) m Replacing Template:TTL with Template:F. |
m Fixed capitalization. |
||
Line 10: | Line 10: | ||
}} | }} | ||
Specifies whether or not this unit should use the {{f| | 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 {{f|Locomotor|link}} of the emerging [[VehicleType]]. | 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 19:34, 15 February 2010
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.