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JumpJet: Difference between revisions
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Some fixes. |
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Specifies whether or not this unit should use the | Specifies whether or not this unit should use the [[Jumpjet_flags|jumpjet controls]] to determine how it should move. | ||
==Effect On Vehicle Production Buildings== | |||
In {{ra2}} and {{yr}}, if a [[VehicleType|vehicle]] is considered to be a jumpjet then the War Factory that it emerges from will display its alternate production animation, regardless of the {{f|Locomotor|link}} of the emerging vehicle. | |||
{{Bugs}} | {{Bugs}} | ||
In {{ts}}, a vehicle using {{f|JumpJet|yes}} as well as the same jumpjet [[locomotor]] as the Jumpjet Infantry, will become immune to normal damage while airborne. Only ambient sources like [[Particles_and_ParticleSystems#BehavesLike.3DRailgun|railguns]] can inflict damage on the jumpjet vehicle. | |||
[[Category:Jumpjet Flags]] | [[Category:Jumpjet Flags]] |
Latest revision as of 10:51, 29 April 2024
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 jumpjet controls to determine how it should move.
Effect On Vehicle Production Buildings
In Red Alert 2 and Yuri's Revenge, if a vehicle is considered to be a jumpjet then the War Factory that it emerges from will display its alternate production animation, regardless of the Locomotor of the emerging vehicle.
Bugs/Side-Effects/Unexpected Limitations
In Tiberian Sun, a vehicle using JumpJet=yes as well as the same jumpjet locomotor as the Jumpjet Infantry, will become immune to normal damage while airborne. Only ambient sources like railguns can inflict damage on the jumpjet vehicle.