ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.

Underwater: Difference between revisions

From ModEnc
Jump to navigation Jump to search
m Replacing Template:TTL with Template:F.
One effect I have uncovered when making SUB and BSUB and DLPH amphibious, someone should retest this.
Line 10: Line 10:
}}
}}


{{tt|Underwater{{Equal}}yes}} has two effects:
{{tt|Underwater{{Equal}}yes}} has two known effects and one untested effect:
* Primarily, it is used to classify the object as being underwater, for the purposes of the {{f|NavalTargeting|link}} logic.
* Primarily, it is used to classify the object as being underwater, for the purposes of the {{f|NavalTargeting|link}} logic.
* It will also stop the object from displaying the {{f|Wake|link}} animation when traveling over water.
* It will also stop the object from displaying the {{f|Wake|link}} animation when traveling over water.
* {{tt|It will also restrict units from recloaking when it is in fact on land.}}

Revision as of 07:41, 3 January 2010

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: Underwater
File(s): Rules(md).ini
Values: boolean
Default: no
Applicable to: InfantryTypes, VehicleTypes, AircraftTypes, BuildingTypes


Underwater=yes has two known effects and one untested effect:

  • Primarily, it is used to classify the object as being underwater, for the purposes of the NavalTargeting logic.
  • It will also stop the object from displaying the Wake animation when traveling over water.
  • It will also restrict units from recloaking when it is in fact on land.