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C4: Difference between revisions

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{{DeeZireInclusion}}<br />
{{flag
Can be set to 'yes' or 'no' and determines whether or not this InfantryType can enter structures and place C4 charges to get them to instantly explode. This presumes that Infiltrate=no is not set on the unit (which will nullify the effect) and the structure cannot be C4'd anyway if it has CanC4=no set.<br />
|values={{values|boolean}}
|types=[[InfantryType]]
|default=no
|ra2=yes
|yr=yes
|rp=yes
<!-- dunno how the other games deal with that -->
}}
 
This tag determines if set to yes, that this ''InfantryType'' can instantly blow up enemies' structures by entering them. The ''InfantryType'' doesn't get consumed. (Example units are ''Tanya'' and ''SEAL''.)
 
Note that ''Infiltrate=no'' must be set to this unit, otherwise ''C4=yes'' gets nullified.
 
To avoid structures to get blowed up by C4s, add the ''CanC4=no'' tag to them. (Note that this will not avoid the ''Chrono-Commando's'' ''FakeC4'', which is a weapon.)

Revision as of 12:20, 16 July 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: C4
File(s): rules(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: no
Applicable to: InfantryType


This tag determines if set to yes, that this InfantryType can instantly blow up enemies' structures by entering them. The InfantryType doesn't get consumed. (Example units are Tanya and SEAL.)

Note that Infiltrate=no must be set to this unit, otherwise C4=yes gets nullified.

To avoid structures to get blowed up by C4s, add the CanC4=no tag to them. (Note that this will not avoid the Chrono-Commando's FakeC4, which is a weapon.)