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{{DeeZireInclusion}}<br />
{{Flag
Can be set to 'true' or 'false' and specifies whether or not this object gets a deploy cursor when selected by the player thus allowing it to 'simple' deploy - that is, it does not 'deploy into' something but deploys to perform some other function such as activating a weapon. The logic attached to this tag allows transformation from one image (the unit) to another (say a different unit) through use of the {{tt|[[UnloadingClass]]}} tag.
|name={{PAGENAME}}
|files={{Categ|ini=rules}}
|types={{Categ|VehicleTypes}}
|values=boolean
|default=no
|yr=yes
}}


===Notes===
Specifies whether or not this object is allowed to deploy to change its weapon (specified by the [[DeployFireWeapon]] tag on the unit) and its [[Image]] (taken from the unit specified by the [[UnloadingClass]] tag). If specified, the the game will also play [[DeployingAnim]] when the unit is ordered to deploy or undeploy. The unit will also be unable to move in this form, until ordered to deploy again.
* When deploying into the UnloadingClass, note that ''only'' the image gets transferred from that object to the deploying object. It seems to have no effect on weapons, hit points, armor, etc. The weapon used by the deployed form is the secondary weapon of the deploying original unit by default, though this may be modulated by the [[DeployFireWeapon]] setting.
 
* '''Turrets:'''
Additionally, if the unit is has {{f|JumpJet|yes|link}} set, it will first turn to face the direction specified by {{sl|AudioVisual|PoseDir}}, and land to deploy only after.
** If the original vehicle has <tt>[[Turret]]=yes</tt>, but the UnloadingClass does not have a turret, the deployed vehicle will still be able to fire in all directions, as if its weapon had OmniFire.
 
** If the original vehicle does NOT have a turret (Turret=no), but the UnloadingClass DOES have one (Turret=yes), the UnloadingClass graphic will be displayed with a turret, however the turret will not turn, but point straight forward. The deployed unit will turn on the spot to face targets, and fire its weapon at a frontal facing.
== Notes ==
** Wether the vehicle has a turret or not in the deployed form is, of course, determined by the Turret=y/n statement in the section of the vehicle defined as the UnloadingClass. Presumably, if the statement is set to yes, but no corresponding -TUR.vxl is present, the game will behave in the same fashion as for regular units, that is, grant an 'invisible turret' to that unit - it will behave as if it had a turret when firing, but no graphic will be displayed for it.
* If the original vehicle has {{f|Turret|yes|link}}, but the [[UnloadingClass]] does not, the game will still try to look for a turret graphic when the unit deploys, and will use an invisible turret if it won't find one.
* The deploying vehicle becomes unable to move while deployed.
* If the original vehicle has {{f|Turret|no|link}}, but the [[UnloadingClass]] has {{f|Turret|yes|link}}, the new turret image will still get loaded, but the unit itself will turn to face the target, with the turret fixed on facing the unit's front.
* If no unloading class is set, the vehicle will keep its undeployed image, but all other effects still apply.

Revision as of 15:14, 11 April 2014

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Flag: IsSimpleDeployer
File(s): rules(md).ini
Values: boolean
Default: no
Applicable to: VehicleTypes


Specifies whether or not this object is allowed to deploy to change its weapon (specified by the DeployFireWeapon tag on the unit) and its Image (taken from the unit specified by the UnloadingClass tag). If specified, the the game will also play DeployingAnim when the unit is ordered to deploy or undeploy. The unit will also be unable to move in this form, until ordered to deploy again.

Additionally, if the unit is has JumpJet=yes set, it will first turn to face the direction specified by [AudioVisual]PoseDir=, and land to deploy only after.

Notes

  • If the original vehicle has Turret=yes, but the UnloadingClass does not, the game will still try to look for a turret graphic when the unit deploys, and will use an invisible turret if it won't find one.
  • If the original vehicle has Turret=no, but the UnloadingClass has Turret=yes, the new turret image will still get loaded, but the unit itself will turn to face the target, with the turret fixed on facing the unit's front.