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Difference between revisions of "DistributedFire"

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{{DeeZireInclusion}}<br />
 
 
Can be set to 'yes' or 'no' and determines if this unit will continually retarget nearby enemy units and fire at all of them equally as opposed to locking fire on one target and continually firing at that one target until it is destroyed at which point it moves on to the next (which is the default behaviour, so this tag forms an over-ride to that rule).
 
Can be set to 'yes' or 'no' and determines if this unit will continually retarget nearby enemy units and fire at all of them equally as opposed to locking fire on one target and continually firing at that one target until it is destroyed at which point it moves on to the next (which is the default behaviour, so this tag forms an over-ride to that rule).
  

Revision as of 08:07, 7 July 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: DistributedFire
File(s): Art(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Applicable to: Art(md).ini


Can be set to 'yes' or 'no' and determines if this unit will continually retarget nearby enemy units and fire at all of them equally as opposed to locking fire on one target and continually firing at that one target until it is destroyed at which point it moves on to the next (which is the default behaviour, so this tag forms an over-ride to that rule).

Editor's note: what this actually does is make a unit fire its weapon once, re-aim or re-target (which takes roughly a second or two real-time), fire once, re-aim, repeat. The unit will fire normally though if a target is set manually by the player (and maybe TeamType scripts). See the Aegis Cruiser.

Cc alert.png Bugs/Side-Effects/Unexpected Limitations