Enslaves: Difference between revisions
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==Note== | ==Note== | ||
The <b>Enslaves</b> tag also causes [[VehicleTypes]] to behave like mineral harvesting vehicles,(When it's near Tiberium, it moves around trying to collect Tiberium). | The <b>Enslaves</b> tag also causes [[VehicleTypes]] and [[InfantryTypes]] to behave like mineral harvesting vehicles,(When it's near Tiberium, it moves around trying to collect Tiberium). | ||
{{Bugs}} | {{Bugs}} | ||
*Even if you specify name <b>[[InfantryTypes]]</b> that do not exist, such as <b>Enslaves=Yuri1</b> | *Even if you specify name <b>[[InfantryTypes]]</b> that do not exist, such as <b>Enslaves=Yuri1</b> | ||
tags <b>Enslaves</b> will work as expected, along with [[InfantryTypes]] that do not contain images. There is no information and <b>{{f|Locomotor|{4A582747-9839-11d1-B709-00A024DDAFD1}|Link}}</b>.<br> | tags <b>Enslaves</b> will work as expected, along with [[InfantryTypes]] that do not contain images. There is no information and <b>{{f|Locomotor|{4A582747-9839-11d1-B709-00A024DDAFD1}|Link}}</b>.<br> | ||
*[[InfantryTypes]] with [[TechLevel]] equal to 1 or greater than 1 which we specified in the section <b>Enslaves</b> is in the list of [[InfantryTypes]] automatically, even if we don't specify it (It can actually be created only if the conditions for creating it are followed, such as [[Prerequisite]],[[Owner]],[[ForbiddenHouses]][[RequiredHouses]]). | *[[InfantryTypes]] with [[TechLevel]] equal to 1 or greater than 1 which we specified in the section <b>Enslaves</b> is in the list of [[InfantryTypes]] automatically, even if we don't specify it (It can actually be created only if the conditions for creating it are followed, such as [[Prerequisite]],[[Owner]],[[ForbiddenHouses]][[RequiredHouses]]). | ||
*Adding tags <b>Enslaves</b> to [[InfantryTypes]],[[VehicleTypes]] will cause the AI to ignore creating them and ignore <b>AI Script</b> even though the AI can create If [[InfantryTypes]],[[VehicleTypes]] are created, the number created is only small. | |||
*Adding tags <b>Enslaves</b> to [[AircraftTypes]] will cause the AI to order them to attack their target immediately. without waiting for normal group gathering | |||
==See Also== | ==See Also== | ||
[[SlavesFreeSound]] | [[SlavesFreeSound]] |
Revision as of 10:58, 8 October 2024
Flag: | Enslaves |
File(s): | rules(md).ini |
Values: | ERROR – No value types set! Please edit this page and fix the Flag template! |
This entry was copied from DeeZire's Red Alert 2 and Yuris Revenge INI Editing Guide for the sake of completeness. As it is not our intention to rip off DeeZire's work, this article is subject to a re-write and update with the latest community knowledge. For further information, please read Inclusion of The Guide. |
Specifies the InfantryTypes that this object 'enslaves' The units enslaved by this object are 'freed' when the object itself is destroyed.
(Yuri's Revenge Only)
Note
The Enslaves tag also causes VehicleTypes and InfantryTypes to behave like mineral harvesting vehicles,(When it's near Tiberium, it moves around trying to collect Tiberium).
Bugs/Side-Effects/Unexpected Limitations
- Even if you specify name InfantryTypes that do not exist, such as Enslaves=Yuri1
tags Enslaves will work as expected, along with InfantryTypes that do not contain images. There is no information and Locomotor={4A582747-9839-11d1-B709-00A024DDAFD1}.
- InfantryTypes with TechLevel equal to 1 or greater than 1 which we specified in the section Enslaves is in the list of InfantryTypes automatically, even if we don't specify it (It can actually be created only if the conditions for creating it are followed, such as Prerequisite,Owner,ForbiddenHousesRequiredHouses).
- Adding tags Enslaves to InfantryTypes,VehicleTypes will cause the AI to ignore creating them and ignore AI Script even though the AI can create If InfantryTypes,VehicleTypes are created, the number created is only small.
- Adding tags Enslaves to AircraftTypes will cause the AI to order them to attack their target immediately. without waiting for normal group gathering