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Bullets: Difference between revisions

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de-dz, dz was so wrong... (didn't we have a template to mark up dz-wrongness?)
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{{DeeZireInclusion}}<br />
{{flag
Can be set to 'yes' or 'no' - defaults to 'no'. If this is used, the Bright=yes tag on the weapon itself is used instead to create the Bright=yes effect with every shot of the 'bullet' rather than every impact of the warhead. The overall effect is that the combat light is always the same size - in this case, its size is not calculated based on the Damage= inflicted.
|values={{values|boolean}}
|types={{categ|warheads}}
|default=0
|ra2=yes
|yr=yes
|rp=yes
}}
 
== In {{ra2}} ==
 
If set, an InfantryType wielding a weapon with this warhead uses {{Tt|Tip:MachineGun}} as its IFV name, instead of following [[Transforming Tooltips|the normal naming rules]].
 
== In {{yr}} ==
{{Obsolete|{{yr}}}}
This flag is parsed, but has absolutely no effect.

Revision as of 07:36, 20 July 2008

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: Bullets
File(s): rules(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: 0
Applicable to: warheads


In Red Alert 2

If set, an InfantryType wielding a weapon with this warhead uses Tip:MachineGun as its IFV name, instead of following the normal naming rules.

In Yuri's Revenge

Logic related to Bullets, as a whole or in part, is obsolete in Yuri's Revenge.

This flag is parsed, but has absolutely no effect.