IFVMode: Difference between revisions
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{{DeeZireInclusion}}<br /> | {{DeeZireInclusion}}<br /> | ||
Specifies which 'mode' is engaged (and thus which [[WeaponX|weapon]] is used) when this InfantryType enters a with Gunner=yes set. Note that the {{Tt|IFVMode}} is floored at zero, while the {{Tt|WeaponX}} is floored at one, meaning that | Specifies which 'mode' is engaged (and thus which [[WeaponX|weapon]] is used) when this InfantryType enters a with Gunner=yes set. Note that the {{Tt|IFVMode}} is floored at zero, while the {{Tt|WeaponX}} is floored at one, meaning that IFV Mode=0 (the default mode of the IFV when empty, as well as the default for this flag) actually calls for {{Tt|Weapon1}}, IFV Mode=1 calls for {{Tt|Weapon2}}, etc. | ||
There is no (reasonable) upwards limit on IFV modes that can be created on the IFV, however, the number of weapons modes that will also cause the IFV to swap turrets is limited by the 'swapping factors' (See {{Tt|[[YTurretWeapon]]}} and {{Tt|[[YTurretIndex]]}}), which are hard-coded into the game and number 13 in ''Red Alert 2'' and 17 in ''Yuri's Revenge''. | There is no (reasonable) upwards limit on IFV modes that can be created on the IFV, however, the number of weapons modes that will also cause the IFV to swap turrets is limited by the 'swapping factors' (See {{Tt|[[YTurretWeapon]]}} and {{Tt|[[YTurretIndex]]}}), which are hard-coded into the game and number 13 in ''Red Alert 2'' and 17 in ''Yuri's Revenge''. |
Revision as of 14:55, 22 July 2011
Flag: | IFVMode |
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. |
Specifies which 'mode' is engaged (and thus which weapon is used) when this InfantryType enters a with Gunner=yes set. Note that the IFVMode is floored at zero, while the WeaponX is floored at one, meaning that IFV Mode=0 (the default mode of the IFV when empty, as well as the default for this flag) actually calls for Weapon1, IFV Mode=1 calls for Weapon2, etc. There is no (reasonable) upwards limit on IFV modes that can be created on the IFV, however, the number of weapons modes that will also cause the IFV to swap turrets is limited by the 'swapping factors' (See YTurretWeapon and YTurretIndex), which are hard-coded into the game and number 13 in Red Alert 2 and 17 in Yuri's Revenge.