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InvisibleInGame: Difference between revisions
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Determines whether or not this object is invisible to all players ingame, including the owner. It also cannot be targeted or destroyed by any other object on the map. | Determines whether or not this object is invisible to all players ingame, including the owner. It also cannot be targeted or destroyed by any other object on the map. | ||
{{Bugs}} | {{Bugs}} | ||
Player-owned objects with {{f|InvisibleInGame|yes|link}} will cause [[Reconnection_Error|reconnection errors]] if their presence somehow affects other players (for example, by firing a weapon). While not all uses cause problems, as a general rule, it isn't recommended to set this tag to 'yes' on anything owned by the player. | Player-owned objects with {{f|InvisibleInGame|yes|link}} will cause [[Reconnection_Error|reconnection errors]] if their presence somehow affects other players (for example, by firing a weapon). While not all uses cause problems, as a general rule, it isn't recommended to set this tag to 'yes' on anything owned by the player. | ||
*Adding '''InvisibleInGame=yes''' to [[BuildingTypes]] will make the building unarmed '''(Even if [[BuildingTypes]] has weapons)'''. | |||
*Ignore the number of cells between which a new wall can be connected to an existing wall (assuming there are no obstructions)[[GuardRange]]. | |||
*Ignore tag [[UndeploysInto]] |
Revision as of 15:55, 11 October 2024
Flag: | InvisibleInGame |
File(s): | rules(md).ini |
Values: | Boolean values: yes or no, true or false, 1 or 0 |
Default: | false |
Applicable to: | BuildingTypes |
Determines whether or not this object is invisible to all players ingame, including the owner. It also cannot be targeted or destroyed by any other object on the map.
Bugs/Side-Effects/Unexpected Limitations
Player-owned objects with InvisibleInGame=yes will cause reconnection errors if their presence somehow affects other players (for example, by firing a weapon). While not all uses cause problems, as a general rule, it isn't recommended to set this tag to 'yes' on anything owned by the player.
- Adding InvisibleInGame=yes to BuildingTypes will make the building unarmed (Even if BuildingTypes has weapons).
- Ignore the number of cells between which a new wall can be connected to an existing wall (assuming there are no obstructions)GuardRange.
- Ignore tag UndeploysInto