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CrateBeneath: Difference between revisions

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{{DeeZireInclusion}}<br />
{{Flag
|name=CrateBeneath
|files={{Categ|Rules(md).ini}}
|values=boolean
|default=no
|types={{Categ|BuildingTypes}}
|ra2=yes
|yr=yes
|rp=yes
}}
 
Can be set to 'yes' or 'no' and determines if this BuildingType leaves behind a random powerup crate when it is destroyed.
Can be set to 'yes' or 'no' and determines if this BuildingType leaves behind a random powerup crate when it is destroyed.
==Problems==
Due to the way the RA2/YR engine handles crates, a new crate is created every time a crate is removed (either because it was picked up or it has been in existence for the length of time determined by {{TTL|CrateRegen}}) this means that for each new crate created by this tag, there is always one more crate on the map. This can result in an unwanted surplus of crates on a map if multiple buildings with CrateBeneath are destroyed. The same results from new crates being added via {{TTL|CarriesCrate|yes}}.

Revision as of 19:49, 21 May 2007

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: CrateBeneath
File(s): Rules(md).ini
Values: boolean
Default: no
Applicable to: BuildingTypes


Can be set to 'yes' or 'no' and determines if this BuildingType leaves behind a random powerup crate when it is destroyed.

Problems

Due to the way the RA2/YR engine handles crates, a new crate is created every time a crate is removed (either because it was picked up or it has been in existence for the length of time determined by Template:TTL) this means that for each new crate created by this tag, there is always one more crate on the map. This can result in an unwanted surplus of crates on a map if multiple buildings with CrateBeneath are destroyed. The same results from new crates being added via Template:TTL.