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IceBreakingWeight: Difference between revisions
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{{bugs}} | {{bugs}} | ||
Vehicles weighing more than this value will not only sink when moving on ice, but upon moving to ''any'' water tile, regardless if the units are [[MovementZone|amphibious]] or [[Locomotor|hovering]]. This means the vehicles will even sink through low bridges. Like the ice logic, this effect/bug is only applicable to snow maps, however. | Vehicles weighing more than this value will not only sink when moving on ice, but upon moving to ''any'' water tile, regardless if the units are [[MovementZone|amphibious]] or [[Locomotor|hovering]]. This means the vehicles will even sink through low bridges. Like the ice logic in general, this effect/bug is only applicable to snow maps, however. |
Latest revision as of 13:08, 7 September 2021
Flag: | IceBreakingWeight |
File(s): | Rules(md).ini |
Values: | Floating point values: Any decimal number (clearer range should be added in Template:Values). |
Default: | ? |
Applicable to: | General |
Logic related to IceBreakingWeight, as a whole or in part, is obsolete in Red Alert 2 and/or Yuri's Revenge. |
Vehicles with a higher weight than this value will break through ice (cracked or not) when they move on it and sink and disappear.
Although the flag is parsed, this logic does not work in Red Alert 2 as the ice tile sets themselves are not parsed from the terrain control INI files as they were in Tiberian Sun.
Bugs/Side-Effects/Unexpected Limitations
Vehicles weighing more than this value will not only sink when moving on ice, but upon moving to any water tile, regardless if the units are amphibious or hovering. This means the vehicles will even sink through low bridges. Like the ice logic in general, this effect/bug is only applicable to snow maps, however.