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IsLocomotor: Difference between revisions
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{{flag|name=IsLocomotor|files=rulesmd.ini|values=boolean(yes/no) | {{flag|name=IsLocomotor|files=rulesmd.ini|values=boolean(yes/no)|default=None|types=[[Warhead]]s|yr=yes|rp=yes}} | ||
A warhead with IsLocomotor= set will temporarily inflict a different [[Locomotor]] (specified by the flag <tt>[[Locomotor]]=<locomotor CLSID></tt>) in the onto the target unit (mind, such warheads can only affect [and thus target] [[VehicleTypes]] and [[AircraftTypes]]). | A warhead with IsLocomotor= set will temporarily inflict a different [[Locomotor]] (specified by the flag <tt>[[Locomotor]]=<locomotor CLSID></tt>) in the onto the target unit (mind, such warheads can only affect [and thus target] [[VehicleTypes]] and [[AircraftTypes]]). |
Revision as of 16:49, 10 March 2007
Flag: | IsLocomotor |
File(s): | rulesmd.ini |
Values: | boolean(yes/no) |
Default: | None |
Applicable to: | Warheads |
A warhead with IsLocomotor= set will temporarily inflict a different Locomotor (specified by the flag Locomotor=<locomotor CLSID>) in the onto the target unit (mind, such warheads can only affect [and thus target] VehicleTypes and AircraftTypes).
However, certain locomotors have odd behavior when applied in this manner. It is unknown whether that is a bug or Westwood's intended way of working, since they only utilized the jumpjet locomotor in the game.
- the chrono locomotor:
- after attacking the unit, the weapon won't retarget until manually ordered or the targeted unit is destroyed. Also, the victim will be frozen stiff after being moved, and will become easy prey for anything.
- Aircraft locomotor:
- the target will be 'stunned', and will ignore commands given to it. But it won't move anywhere. (Discovered by CKW)
- Infantry locomotor:
- ignored completely(infantry can NOT be affected by IsLocomotor=yes weapons).