LegalTarget: Difference between revisions
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{{DeeZireInclusion}}<br /> | {{DeeZireInclusion}}<br /> | ||
Can be set to 'yes' or 'no' and determines if this object can be targeted or fired upon. Acts as an over-ride as all objects in the game default to 'yes'. With this set, firing at the object is completely disabled although it will still be vulnerable to collateral damage (e.g. from nearby explosions with a CellSpread= set or from Radiation sites). | Can be set to 'yes' or 'no' and determines if this object can be targeted or fired upon. Acts as an over-ride as all objects in the game default to 'yes'. With this set, firing at the object is completely disabled although it will still be vulnerable to collateral damage (e.g. from nearby explosions with a CellSpread= set or from Radiation sites). | ||
{{Bugs}} | |||
[[TechnoTypes]] with <b>LegalTarget=no</b> tags are treated as if Harmless to any side until [[TechnoTypes]] with <b>LegalTarget=no</b> tagsattacks the intended target. |
Latest revision as of 03:25, 4 August 2024
Flag: | LegalTarget |
File(s): | rules(md).ini |
Values: | ERROR – No value types set! Please edit this page and fix the Flag template! |
This entry was copied from DeeZire's Red Alert 2 and Yuris Revenge INI Editing Guide for the sake of completeness. As it is not our intention to rip off DeeZire's work, this article is subject to a re-write and update with the latest community knowledge. For further information, please read Inclusion of The Guide. |
Can be set to 'yes' or 'no' and determines if this object can be targeted or fired upon. Acts as an over-ride as all objects in the game default to 'yes'. With this set, firing at the object is completely disabled although it will still be vulnerable to collateral damage (e.g. from nearby explosions with a CellSpread= set or from Radiation sites).
Bugs/Side-Effects/Unexpected Limitations
TechnoTypes with LegalTarget=no tags are treated as if Harmless to any side until TechnoTypes with LegalTarget=no tagsattacks the intended target.