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IsChargeTurret: Difference between revisions

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{{DeeZireInclusion}}<br />
{{Flag
Can be set to 'yes' or 'no' and determines whether or not this VehicleType has a number of turrets rather than just one, and those turrets are 'cycled' when the unit fires to give the impression of a charging effect. The game expects the turret voxel files to be named in numerical sequence. This is only used on the Prism Tanks in Red Alert 2.
|name={{PAGENAME}}
|files={{Categ|Rules(md).ini}}
|values=boolean
|special=None
|default=0
|types={{Categ|VehicleTypes}}
|games=[[RA2]], [[YR]]
}}
 
If set, specifies that:
*this object should cycle all of its turrets (see [[TurretCount]]) before each shot, to create an impression of the weapon charging/recoiling;
*this object should only use {{TTL|Weapon1}} and {{TTL|EliteWeapon1}}, and ignore all other weapons it has.
 
Originally used only on the Prism Tank.

Revision as of 09:46, 15 August 2006

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: IsChargeTurret
File(s): Rules(md).ini
Values: boolean
Special Values: None
Default: 0
Applicable to: VehicleTypes


If set, specifies that:

  • this object should cycle all of its turrets (see TurretCount) before each shot, to create an impression of the weapon charging/recoiling;
  • this object should only use Template:TTL and Template:TTL, and ignore all other weapons it has.

Originally used only on the Prism Tank.