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

JumpJet: Difference between revisions

From ModEnc
Jump to navigation Jump to search
m Gah! Fixed template.
Askhati (talk | contribs)
No edit summary
Line 13: Line 13:


If a [[VehicleType]] is considered to be a jump jet then the War Factory that it emerges from will display its alternate production animation, regardless of the {{f|Locomotor|link}} of the emerging [[VehicleType]].
If a [[VehicleType]] is considered to be a jump jet then the War Factory that it emerges from will display its alternate production animation, regardless of the {{f|Locomotor|link}} of the emerging [[VehicleType]].
{{Bugs}}
:{{N}}<span id="bug1">TS: A vehicle using {{f|JumpJet|yes|link}} as well as the same locomotor as the JumpJet Trooper, will become immune to damage while airborne.


[[Category:Jumpjet Flags]]
[[Category:Jumpjet Flags]]

Revision as of 19:52, 24 April 2024

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: JumpJet
File(s): rules(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: no
Applicable to: TechnoTypes:

AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes



Specifies whether or not this unit should use the [JumpjetControls] to determine how it should move. In Red Alert 2, each unit can specify its own values to override the default [JumpjetControls].

If a VehicleType is considered to be a jump jet then the War Factory that it emerges from will display its alternate production animation, regardless of the Locomotor of the emerging VehicleType.

Bugs/Side-Effects/Unexpected Limitations

TS: A vehicle using JumpJet=yes as well as the same locomotor as the JumpJet Trooper, will become immune to damage while airborne.