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{{DeeZireInclusion}}<br />
{{Flag
Is used on units with {{Tt|[[JumpJet]]}} set and specifies that they will never land by default. This also has the additional effect of using the Balloon Hover Alternate Characteristics on the unit.
|name={{PAGENAME}}
|files={{categ|ini=rules}}
|types={{categ|InfantryTypes}}, {{categ|VehicleTypes}}, {{categ|AircraftTypes}}
|values={{Values|boolean}}
|default=no
|ra2=yes
|yr=yes
}}


Units with this flag set to "yes" will also attempt to hover above their target (if the target is on the ground) when attacking, instead of attacking the target from the distance defined by the {{Tt|[[Range]]}} flag on the weapon. If the unit is able to attack air targets and is told to do so, it will attempt to enter the same cell as the target. All the while it is approaching its target, it will still fire even if it has not yet entered the same cell, provided the target is within range.
 
Is used on units with [[Locomotor]]=Jumpjet set and specifies that they will never land by default. This also has the additional effect of using the Balloon Hover Alternate Characteristics on the unit.
 
Units with this flag set to "yes" will also attempt to hover above their target (if the target is on the ground) when attacking, instead of attacking the target from the distance defined by the [[Range]] flag on the weapon. If the unit is able to attack air targets and is told to do so, it will attempt to enter the same cell as the target. All the while it is approaching its target, it will still fire even if it has not yet entered the same cell, provided the target is within range.
 
The unit will attempt to land, but never do so, but hovers in the air a short distance away from the ground.
 
In RA2, as long as [[BalloonHover]]=true, the above behavior will occur.
In YR, must [[BalloonHover]]=true and the Projectile of the Weapon being used must have [[Vertical]]=true.


Editor's Note:
Editor's Note:
Line 8: Line 23:
In theory, mis-casing {{f|JumpJetAccel|link}} can be used as a 'fix' for the problem with BallonHover-ers always willing to occupy the same cell as the target.
In theory, mis-casing {{f|JumpJetAccel|link}} can be used as a 'fix' for the problem with BallonHover-ers always willing to occupy the same cell as the target.


The unit will attempt to land, but never do so, but hovers in the air a short distance away from the ground.
{{Bugs}}
This will interrupt the effect of [[CloakStop]].
 
In YR, [[DeployToLand]]=true & [[IsSimpleDeployer]]=true can achieve the same effect (jumpjet units do not land), and don't interrupt [[CloakStop]], but such units cannot keep themselves directly above a building when moving.(Soviet Siege Chopper in YR)
* If you force it to move to a building, the target of its movement will be immediately changed to the ground near that building when it is executed.
 
The good news is that these three tags can be used together, like [https://t.bilibili.com/811793984832667651 there]].
* And with [[BalloonHover]]=true Siege Chopper, if a building is built below, it can also be automatically deployed to nearby open spaces after receiving deployment instructions.
**(So what about [[CloakStop]]'s problem? Haha, indeed, it's back again xD)
 
==See also==
[[Jumpjet]]
 
[[Vertical]]
 
[[Locomotor]]
 
[[CloakStop]]
 
[[DeployToLand]]


Funnily enough: If Vertical=yes for the unit's projectile, then the unit WILL attempt to hover over its target, regardless of [[Range]]. If Vertical=no, then opposite applies.
[[IsSimpleDeployer]]

Revision as of 16:48, 29 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: BalloonHover
File(s): rules(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: no
Applicable to: InfantryTypes, VehicleTypes, AircraftTypes



Is used on units with Locomotor=Jumpjet set and specifies that they will never land by default. This also has the additional effect of using the Balloon Hover Alternate Characteristics on the unit.

Units with this flag set to "yes" will also attempt to hover above their target (if the target is on the ground) when attacking, instead of attacking the target from the distance defined by the Range flag on the weapon. If the unit is able to attack air targets and is told to do so, it will attempt to enter the same cell as the target. All the while it is approaching its target, it will still fire even if it has not yet entered the same cell, provided the target is within range.

The unit will attempt to land, but never do so, but hovers in the air a short distance away from the ground.

In RA2, as long as BalloonHover=true, the above behavior will occur. In YR, must BalloonHover=true and the Projectile of the Weapon being used must have Vertical=true.

Editor's Note:

In theory, mis-casing JumpJetAccel can be used as a 'fix' for the problem with BallonHover-ers always willing to occupy the same cell as the target.

Bugs/Side-Effects/Unexpected Limitations

This will interrupt the effect of CloakStop.

In YR, DeployToLand=true & IsSimpleDeployer=true can achieve the same effect (jumpjet units do not land), and don't interrupt CloakStop, but such units cannot keep themselves directly above a building when moving.(Soviet Siege Chopper in YR)

  • If you force it to move to a building, the target of its movement will be immediately changed to the ground near that building when it is executed.

The good news is that these three tags can be used together, like there].

  • And with BalloonHover=true Siege Chopper, if a building is built below, it can also be automatically deployed to nearby open spaces after receiving deployment instructions.
    • (So what about CloakStop's problem? Haha, indeed, it's back again xD)

See also

Jumpjet

Vertical

Locomotor

CloakStop

DeployToLand

IsSimpleDeployer