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TurretTravel: Difference between revisions

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{{DeeZireInclusion}}<br />
{{DeeZireInclusion}}<br />
Specifies the number of pixels by which the TurretAnim= on this BuildingType can be offset by if it has TurretRecoil=yes set.<br />
Specifies the number of pixels by which the TurretAnim= on this BuildingType can be offset by if it has TurretRecoil=yes set.<br />
<br />
$TurretWeapon=<br />
Specifies the name of each turret weapon that this VehicleType has (only applicable for units with Gunner=yes set). The $ specifies the name which corresponds to the weapon number (determined by the IFVMode= setting of the infantry unit inside the vehicle) with Red Alert 2 accepting any of the following;-<br />
<br />
Normal 0<br />
Repair 1<br />
MachineGun 2<br />
Flak 3<br />
Pistol 4<br />
Sniper 5<br />
Shock 6<br />
Explode 7<br />
BrainBlast 8<br />
RadCannon 9<br />
Chrono 10<br />
Terrorist 11<br />
Cow 12<br />
(YR) Initiate 13<br />
(YR) Virus 14<br />
(YR) YuriPrime 15<br />
(YR) Guardian 16

Revision as of 20:38, 19 February 2021

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: TurretTravel
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 the number of pixels by which the TurretAnim= on this BuildingType can be offset by if it has TurretRecoil=yes set.