IsSimpleDeployer: Difference between revisions
mNo edit summary |
Millefeuille (talk | contribs) This is present in original RA2 (without YR) also - after all, it was part of the unused features of the Mirage Tank! Also, added some info on interaction with DeployFire. |
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|values={{values|Booleans}} | |values={{values|Booleans}} | ||
|default=no | |default=no | ||
|ra2=yes | |||
|yr=yes | |yr=yes | ||
|ares=yes | |||
}} | }} | ||
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 | 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 unit will be able to fire its' DeployFireWeapon normally when deployed. If a vehicle only has [[DeployFire]], it will fire its' DeployFireWeapon directly at the ground underneath itself when deployed (although the weapon can also be fired at other targets by the unit's owner). | ||
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. | The game will also play [[DeployingAnim]] when the unit is ordered to deploy or undeploy. Units which only have DeployFire will simply fire at the ground at their position when deployed and can be aimed at other targets and ordered to move as any other unit, while units which have IsSimpleDeployer will also be unable to move in this form, until ordered to deploy again. 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. | ||
== Notes == | ==Notes== | ||
* 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 | * 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 corresponding to the UnloadingClass image when the unit deploys, and will use an invisible turret if it doesn't find one. | ||
* If the original vehicle has {{f|Turret|no|link}}, but the [[UnloadingClass]] has {{f|Turret|yes|link}}, the | * If the original vehicle has {{f|Turret|no|link}}, but the [[UnloadingClass]] has {{f|Turret|yes|link}}, the turret image corresponding to the UnloadingClass image will still get loaded, but the unit itself will turn to face the target, with the turret fixed facing the same direction as the unit. |
Revision as of 22:25, 9 August 2015
Flag: | IsSimpleDeployer |
File(s): | rules(md).ini |
Values: | Boolean values: yes or no, true or false, 1 or 0 |
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 unit will be able to fire its' DeployFireWeapon normally when deployed. If a vehicle only has DeployFire, it will fire its' DeployFireWeapon directly at the ground underneath itself when deployed (although the weapon can also be fired at other targets by the unit's owner).
The game will also play DeployingAnim when the unit is ordered to deploy or undeploy. Units which only have DeployFire will simply fire at the ground at their position when deployed and can be aimed at other targets and ordered to move as any other unit, while units which have IsSimpleDeployer 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 corresponding to the UnloadingClass image when the unit deploys, and will use an invisible turret if it doesn't find one.
- If the original vehicle has Turret=no, but the UnloadingClass has Turret=yes, the turret image corresponding to the UnloadingClass image will still get loaded, but the unit itself will turn to face the target, with the turret fixed facing the same direction as the unit.