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{{DeeZireInclusion}}<br />
{{Flag
Can be set to 'yes' or 'no' and determines whether or not this InfantryType is a Cyborg and thus is subject to going berserk. Note that the BerzerkAllowed= statement appears not to have an effect in Red Alert 2 when Cyborgs are badly damaged (as it did in Tiberian Sun) although you can still force units with this set to go berserk through the relevant AI Script action (see the AI.INI Guide).
|name={{Cyborg}}
|files={{Categ|Rules(md).ini}}
|values=yes, no
|default=no
|types={{Categ|InfantryTypes}}
|ts=yes
|fs=yes
|ets=yes
|ra2=yes
|yr=yes
|rp=yes
}}
 
Can be set to 'yes or no'. Used to determine if an infantry will behave like a Cyborg, rather than a normal soldier. This includes the loss of its legs, and the ability of going Bezerk. However, BezerkAllowed= in [general] must be set to yes for the latter to take effect.
 
The Bezerk ability seems to have no effect in Red Alert 2 and Yuri's Revenge through BezerkAllowed=, however, through AI Scripting, this can be re-enabled (see AI.INI guide for more information)

Revision as of 16:52, 19 April 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: Template:Cyborg
File(s): Rules(md).ini
Values: yes, no
Default: no
Applicable to: InfantryTypes


Can be set to 'yes or no'. Used to determine if an infantry will behave like a Cyborg, rather than a normal soldier. This includes the loss of its legs, and the ability of going Bezerk. However, BezerkAllowed= in [general] must be set to yes for the latter to take effect.

The Bezerk ability seems to have no effect in Red Alert 2 and Yuri's Revenge through BezerkAllowed=, however, through AI Scripting, this can be re-enabled (see AI.INI guide for more information)