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HSBuilding: Difference between revisions
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{{ | {{Flag | ||
List of structures that the unit assigned as HunterSeeker | |values={{Values|stringlist|[[BuildingTypes]]}} | ||
|default=none | |||
|types={{Categ|SpecialWeapons}} | |||
|ts=yes | |||
|fs=yes | |||
}} | |||
List of structures that the unit assigned as {{f|HunterSeeker|yes|link}} will emerge from when spawned by a Super Weapon with {{f|Type|HunterSeeker}}. The structures should be from the list of [BuildingTypes] and be defined as per all other structures. | |||
The first building whose type is contained in the list will launch a Hunter Seeker unit defined by either {{f|GDIHunterSeeker|link}}= or {{f|NodHunterSeeker|link}}=, depending on the firing player's side. | |||
The Hunter Seeker logic appears to be disabled in Red Alert 2 although all of its associated keywords are parsed. It does not exist in Yuri's Revenge and the tag is not parsed. |
Latest revision as of 02:41, 1 November 2012
Flag: | HSBuilding |
File(s): | rules(md).ini |
Values: | Comma-separated list of strings. (Limited to: BuildingTypes) |
Default: | none |
Applicable to: | SpecialWeapons |
List of structures that the unit assigned as HunterSeeker=yes will emerge from when spawned by a Super Weapon with Type=HunterSeeker. The structures should be from the list of [BuildingTypes] and be defined as per all other structures.
The first building whose type is contained in the list will launch a Hunter Seeker unit defined by either GDIHunterSeeker= or NodHunterSeeker=, depending on the firing player's side.
The Hunter Seeker logic appears to be disabled in Red Alert 2 although all of its associated keywords are parsed. It does not exist in Yuri's Revenge and the tag is not parsed.