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InfantryAbsorb: Difference between revisions
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Added flag template and links. |
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{{Flag | |||
|name={{PAGENAME}} | |||
|files={{Categ|Rules(md).ini}} | |||
|values={{Values|boolean}} | |||
|default=no | |||
|types={{Categ|BuildingTypes}} | |||
|yr=yes | |||
|ares=yes | |||
}} | |||
{{f|InfantryAbsorb}} is used on the YR bio reactor and allows infantry to occupy the building, where they will increase the building's [[power]] output. This flag will also enable the bio reactor art hack where the building's [[ActiveAnim|active animation 1]] and [[ActiveAnimTwo|2]] will play only when the power plant is unoccupied and occupied, respectively. Additionally, the building's [[IdleAnim|idle anim]] will be played on loop as an active anim, though curious to note is that [[ActiveAnimThree|active anims 3]] and [[ActiveAnimFour|4]] will still work properly. | |||
== See Also == | |||
* [[UnitAbsorb]] |
Revision as of 06:32, 7 September 2021
Flag: | InfantryAbsorb |
File(s): | Rules(md).ini |
Values: | Boolean values: yes or no, true or false, 1 or 0 |
Default: | no |
Applicable to: | BuildingTypes |
InfantryAbsorb is used on the YR bio reactor and allows infantry to occupy the building, where they will increase the building's power output. This flag will also enable the bio reactor art hack where the building's active animation 1 and 2 will play only when the power plant is unoccupied and occupied, respectively. Additionally, the building's idle anim will be played on loop as an active anim, though curious to note is that active anims 3 and 4 will still work properly.