BerzerkAllowed: Difference between revisions
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merge attempt (still need to delete BerzerkAllowed I ) |
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{{DeeZireInclusion}}<br /> | {{DeeZireInclusion}}<br /> | ||
Can be set to 'yes' or 'no'. This determines whether or not units with {{TTL|Cyborg|yes}} set go berserk when they reach half damage (in other words they start to equally consider friendly units as targets in their threat scan). Although this is parsed in Red Alert 2 | Can be set to 'yes' or 'no'(defaults to 'no'). This determines whether or not units with {{TTL|Cyborg|yes}} set go berserk when they reach half damage (in other words they start to equally consider friendly units as targets in their threat scan). Although this is parsed in Red Alert 2, it does not make the unit go berserk, however you can attach this tag to an InfantryType so it will emit sparks when it is badly damaged as a visual effect - see the BerzerkAllowed= tag in the [InfantryTypes] section. |
Revision as of 19:41, 14 July 2009
Flag: | BerzerkAllowed |
File(s): | rules(md).ini |
Values: | ERROR – No value types set! Please edit this page and fix the Flag template! |
This entry was copied from DeeZire's Red Alert 2 and Yuris Revenge INI Editing Guide for the sake of completeness. As it is not our intention to rip off DeeZire's work, this article is subject to a re-write and update with the latest community knowledge. For further information, please read Inclusion of The Guide. |
Can be set to 'yes' or 'no'(defaults to 'no'). This determines whether or not units with Template:TTL set go berserk when they reach half damage (in other words they start to equally consider friendly units as targets in their threat scan). Although this is parsed in Red Alert 2, it does not make the unit go berserk, however you can attach this tag to an InfantryType so it will emit sparks when it is badly damaged as a visual effect - see the BerzerkAllowed= tag in the [InfantryTypes] section.