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Difference between revisions of "CrateBeneath"

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{{DeeZireInclusion}}<br />
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{{Flag
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|name=CrateBeneath
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|files={{Categ|Rules(md).ini}}
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|values=boolean
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|default=no
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|types={{Categ|BuildingTypes}}
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|ra2=yes
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|yr=yes
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|rp=yes
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}}
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Can be set to 'yes' or 'no' and determines if this BuildingType leaves behind a random powerup crate when it is destroyed.
 
Can be set to 'yes' or 'no' and determines if this BuildingType leaves behind a random powerup crate when it is destroyed.
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==Problems==
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Due to the way the RA2/YR engine handles crates, a new crate is created every time a crate is removed (either because it was picked up or it has been in existence for the length of time determined by {{TTL|CrateRegen}}) this means that for each new crate created by this tag, there is always one more crate on the map. This can result in an unwanted surplus of crates on a map if multiple buildings with CrateBeneath are destroyed. The same results from new crates being added via {{TTL|CarriesCrate|yes}}.

Revision as of 20:49, 21 May 2007

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: CrateBeneath
File(s): Rules(md).ini
Values: boolean
Default: no
Applicable to: BuildingTypes


Can be set to 'yes' or 'no' and determines if this BuildingType leaves behind a random powerup crate when it is destroyed.

Problems

Due to the way the RA2/YR engine handles crates, a new crate is created every time a crate is removed (either because it was picked up or it has been in existence for the length of time determined by Template:TTL) this means that for each new crate created by this tag, there is always one more crate on the map. This can result in an unwanted surplus of crates on a map if multiple buildings with CrateBeneath are destroyed. The same results from new crates being added via Template:TTL.