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DeployFire: Difference between revisions

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{{DeeZireInclusion}}<br />
{{Flag
Can be set to 'yes' or 'no' and determines if this InfantryType must deploy to fire one of its weapons. The units ART.INI sequence should also specify which frames of its image sequence are to be used when it is deployed (see the ART.INI Guide) if this is a SHP based unit.
|name={{PAGENAME}}
|files={{Categ|ini=rules}}
|types={{Categ|Technoes}}
|values={{values|unsigned integers}}
|default=1
|ra2=yes
|yr=yes
|ares=yes
}}
 
Can be set to 'yes' or 'no' and determines if this unit can be given the 'deploy' order, which will cause it to fire the weapon determined by {{Tt|[[DeployFireWeapon]]}} at the ground underneath itself.  
 
==Notes==
* For infantry units, the ART(MD).INI sequence should also specify which frames of its image sequence are to be used when it is deployed. If this is omitted, the unit will be unable to deploy if ordered to.  
 
==See also==
* [[IsSimpleDeployer]]

Revision as of 02:17, 19 January 2016

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: DeployFire
File(s): rules(md).ini
Values: Unsigned integers: All non-negative whole numbers from 0 to either 32767, 2147483647 or 4294967295.
Default: 1
Applicable to: TechnoTypes:

AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes



Can be set to 'yes' or 'no' and determines if this unit can be given the 'deploy' order, which will cause it to fire the weapon determined by DeployFireWeapon at the ground underneath itself.

Notes

  • For infantry units, the ART(MD).INI sequence should also specify which frames of its image sequence are to be used when it is deployed. If this is omitted, the unit will be unable to deploy if ordered to.

See also