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IceCrackingWeight: Difference between revisions
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{{ | {{Flag | ||
|name={{PAGENAME}} | |||
|files={{Categ|Rules(md).ini}} | |||
|values={{Values|float}} | |||
|default=? | |||
|types={{Categ|General}} | |||
|ts=yes | |||
|fs=yes | |||
|hp=yes | |||
|ra2=yes | |||
|yr=yes | |||
|ares=yes | |||
|ra2obsolete=yes | |||
}} | |||
[[VehicleTypes|Vehicles]] with a higher [[weight]] than this value will cause [[LandTypes|ice]] to crack when they move on it. Moving onto an already cracked ice will cause the ice to break and the unit to sink through and disappear. | |||
Although the flag is parsed, this logic does not work in {{ra2}} as the [[Ice1Set|ice]] [[Ice2Set|tile]] [[Ice3Set|sets]] themselves are not parsed from the [[Terrain Control INI files|terrain control INI files]] as they were in {{ts}}. |
Latest revision as of 08:17, 7 September 2021
Flag: | IceCrackingWeight |
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Logic related to IceCrackingWeight, as a whole or in part, is obsolete in Red Alert 2 and/or Yuri's Revenge.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 cause ice to crack when they move on it. Moving onto an already cracked ice will cause the ice to break and the unit to sink through 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.