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AirRangeBonus: Difference between revisions
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fixed incorrect info about working only vs AircraftTypes |
No edit summary |
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Line 3: | Line 3: | ||
|files={{Categ|ini=rules}} | |files={{Categ|ini=rules}} | ||
|types={{Categ|Technoes}} | |types={{Categ|Technoes}} | ||
|values={{ | |values={{Values|float|range in cells}} | ||
|default=0.0 | |||
|ra2=yes | |ra2=yes | ||
|yr=yes | |yr=yes | ||
|rp=yes | |rp=yes | ||
}}This flag defines the additional range added to | }} | ||
This flag defines the additional range added to all of [[TechnoType]]'s weapons when it is targeting objects in air. In order to do this, the weapon's projectile must have {{f|AA|yes|link}} set. | |||
== Notes == | == Notes == | ||
When unit gets ordered to attack an airborne target, it will strive to move into the [[Range]] value, and stay there while attacking. Since adding {{ | When unit gets ordered to attack an airborne target, it will strive to move into the [[Range]] value, and stay there while attacking. Since adding {{f|AirRangeBonus}} increases the actual weapon's firing range, but doesn't affect this behavior, in some situations it helps slow moving AA units when attacking targets that will try to escape (especially if they have {{f|OpportunityFire|no|link}}). |
Revision as of 20:12, 20 May 2014
Flag: | AirRangeBonus |
File(s): | rules(md).ini |
Values: | Floating point values: Any decimal number (clearer range should be added in Template:Values). (Limited to: range in cells) |
Default: | 0.0 |
Applicable to: | TechnoTypes:
AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes |
This flag defines the additional range added to all of TechnoType's weapons when it is targeting objects in air. In order to do this, the weapon's projectile must have AA=yes set.
Notes
When unit gets ordered to attack an airborne target, it will strive to move into the Range value, and stay there while attacking. Since adding AirRangeBonus increases the actual weapon's firing range, but doesn't affect this behavior, in some situations it helps slow moving AA units when attacking targets that will try to escape (especially if they have OpportunityFire=no).