ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.

NukeSilo: Difference between revisions

From ModEnc
Jump to navigation Jump to search
No edit summary
 
Pd (talk | contribs)
No edit summary
Line 1: Line 1:
{{DeeZireInclusion}}<br />
{{Flag
Can be set to 'true' or 'false' and specifies whether or not this BuildingType is used to launch a SuperWeapon= with Type=MultiMissile set, and is used by the AI for targeting and construction purposes.
|name={{PAGENAME}}
|files={{Categ|Rules(md).ini}}
|values=1 Boolean
|special=None
|default=no
|types={{Categ|BuildingTypes}}
|games=[[RA2]], [[YR]]
}}
This tag makes - if set to "yes" - the BuildingType to which this tag is applied a nuke silo.
 
Once a nuclear missile is about to be launched, the game checks every building the firing player owns for NukeSilo=yes.<br>
The first building to be found to be a nuke silo will fire the nuclear missile and play the corresponding animations.
 
This is also why multiple nuke silos do not work (only the first one found by the game would fire the nuke).

Revision as of 08:24, 14 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: NukeSilo
File(s): Rules(md).ini
Values: 1 Boolean
Special Values: None
Default: no
Applicable to: BuildingTypes


This tag makes - if set to "yes" - the BuildingType to which this tag is applied a nuke silo.

Once a nuclear missile is about to be launched, the game checks every building the firing player owns for NukeSilo=yes.
The first building to be found to be a nuke silo will fire the nuclear missile and play the corresponding animations.

This is also why multiple nuke silos do not work (only the first one found by the game would fire the nuke).