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Acceleration: Difference between revisions

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Dedeezirified.
m Replacing Template:TTL with Template:F.
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|yr=yes
|yr=yes
|rp=yes
|rp=yes
}}This flag controls the acceleration of units with {{TTL|JumpJet|yes}}. This is now more obsolete in {{ra2}} and {{yr}} though, since this is mostly specified on the unit itself through the {{TTL|JumpjetAccel}} tag.
}}This flag controls the acceleration of units with {{f|JumpJet|yes|link}}. This is now more obsolete in {{ra2}} and {{yr}} though, since this is mostly specified on the unit itself through the {{f|JumpjetAccel|link}} tag.


==On Projectiles==
==On Projectiles==

Revision as of 07:17, 27 November 2009

This flag serves two different purposes in two different places.


In [JumpjetControls]

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: Acceleration
File(s): rules(md).ini
Values: Unsigned integers: All non-negative whole numbers from 0 to either 32767, 2147483647 or 4294967295.
Applicable to: JumpjetControls


This flag controls the acceleration of units with JumpJet=yes. This is now more obsolete in Red Alert 2 and Yuri's Revenge though, since this is mostly specified on the unit itself through the JumpjetAccel tag.

On Projectiles

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: Acceleration
File(s): rules(md).ini
Values: Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767.
Default: 3
Applicable to: Projectiles


This tag controls the acceleration factor applied to the weapon of this projectile.