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C4: Difference between revisions
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m CanC4 is a RA2 flag; moved to its own section + fixed some formatting |
woc, WWSB& hardcode effects |
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== In {{ra2}} and {{yr}} == | == In {{ra2}} and {{yr}} == | ||
Infantry with {{f|C4|yes}} cannot destroy buildings that have {{f|CanC4|no|link}}, but can still attack them with regular weapons. | Infantry with {{f|C4|yes}} cannot destroy buildings that have {{f|CanC4|no|link}}, but can still attack them with regular weapons. | ||
*{{f|C4|no}} has some impact on the movement area of the unit. | |||
For example, if you specify any ground movement method other than Walk for a certain amphibious infantry's Locomotor type, when the unit stops on the water, it will directly die and leave an air wall behind | |||
== See also == | == See also == | ||
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* [[VeteranAbilities]] | * [[VeteranAbilities]] | ||
* [[EliteAbilities]] | * [[EliteAbilities]] | ||
* [[Locomotor]] |
Revision as of 07:29, 25 June 2023
As a Flag
Flag: | C4 |
File(s): | rules(md).ini |
Values: | Boolean values: yes or no, true or false, 1 or 0 |
Default: | no |
Applicable to: | InfantryTypes |
If set, this flag allows an InfantryType to instantly destroy enemy structures by entering them. Unlike Engineer=yes, the infantry isn't consumed, and can enter another building afterwards.
In Red Alert, Counterstrike and Aftermath
Infiltrate=yes must be set, otherwise C4=yes will not work.
In Tiberian Sun and Firestorm
Infantry with C4=no can still gain the ability to blow up buildings through VeteranAbilities=C4 or EliteAbilities=C4.
In Red Alert 2 and Yuri's Revenge
Infantry with C4=yes cannot destroy buildings that have CanC4=no, but can still attack them with regular weapons.
- C4=no has some impact on the movement area of the unit.
For example, if you specify any ground movement method other than Walk for a certain amphibious infantry's Locomotor type, when the unit stops on the water, it will directly die and leave an air wall behind