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ClearAllWeapons: Difference between revisions

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Nighthawk200 (talk | contribs)
Updated with DCoder's info. Seems the original was wrong.
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{{DeeZireInclusion}}<br />
{{Flag
Can be set to 'yes' or 'no' and specifies if this VehicleType with Gunner=yes set will clear all its weapons (and any turrets) if an InfantryType with an IFVMode= set enters it. This can be used to make the IFV into a standard APC of sorts as it will not gain a weapon regardless of which soldier enters it, although I can't think of a use for this.
|name={{PAGENAME}}
|files=rulesmd.ini
|values={{values|booleans}}
|default=no
|types=[[VehicleTypes]]
|ra2=yes
|yr=yes
|rp=yes
}}<br />
This sets the object's [[Primary]], [[Secondary]], [[ElitePrimary]], [[EliteSecondary]], [[WeaponX|Weapon1]] and [[EliteWeaponX|EliteWeapon1]] to blank, meaning the unit will only get weapons if it is an IFV and an infantry boards it. The weapons do remain loaded by the game as if loaded by a weedguy hack.

Revision as of 19:16, 22 February 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: ClearAllWeapons
File(s): rulesmd.ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: no
Applicable to: VehicleTypes



This sets the object's Primary, Secondary, ElitePrimary, EliteSecondary, Weapon1 and EliteWeapon1 to blank, meaning the unit will only get weapons if it is an IFV and an infantry boards it. The weapons do remain loaded by the game as if loaded by a weedguy hack.