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* It will disable the "sinking" death logic for the unit, instead displaying explosions
* It will disable the "sinking" death logic for the unit, instead displaying explosions
* {{tt|It will also restrict units from recloaking when it is in fact on land.}}
* {{tt|It will also restrict units from recloaking when it is in fact on land.}}
{{Bugs}}
If you give '''Underwater=yes''' to any building that is in the water Those buildings will suffer the same negative effects as units in water.
'''[GAYAYD]'''
'''Underwater=yes'''
When we force '''Destroyer(DEST)''' to attack the '''Allied Shipyard(GAYARD)'''
'''Destroyer(DEST)''' will attack the '''Allied Shipyard(GAYARD)''' with a secondary weapon([[Secondary]]) instead of the main weapon([[Primary]]).

Revision as of 03:40, 24 June 2024

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: Underwater
File(s): Rules(md).ini
Values: boolean
Default: no
Applicable to: InfantryTypes, VehicleTypes, AircraftTypes, BuildingTypes


Underwater=yes has three known effects and one untested effect:

  • Primarily, it is used to classify the object as being underwater, for the purposes of the NavalTargeting logic.
  • It will also stop the object from displaying the Wake animation when traveling over water.
  • It will disable the "sinking" death logic for the unit, instead displaying explosions
  • It will also restrict units from recloaking when it is in fact on land.

Bugs/Side-Effects/Unexpected Limitations

If you give Underwater=yes to any building that is in the water Those buildings will suffer the same negative effects as units in water.

[GAYAYD]

Underwater=yes

When we force Destroyer(DEST) to attack the Allied Shipyard(GAYARD)

Destroyer(DEST) will attack the Allied Shipyard(GAYARD) with a secondary weapon(Secondary) instead of the main weapon(Primary).