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Difference between revisions of "High"

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m (Removed false statement; the behaviour in question is due to "Lobber".)
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This flag determines whether this projectile can ignore/destroy walls in its path. If no, the unit firing it will only fire once it finds a firing location not obstructed by walls. It has been superseded by <tt>[[SubjectToWalls]]=</tt> in RA2/YR.
 
This flag determines whether this projectile can ignore/destroy walls in its path. If no, the unit firing it will only fire once it finds a firing location not obstructed by walls. It has been superseded by <tt>[[SubjectToWalls]]=</tt> in RA2/YR.
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==Nots==
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*In [[Tiberian Sun]], this was used on wall-type buildings. I don't know What is the importance of <b>High=yes</b> to the wall?.

Latest revision as of 16:20, 26 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: High
File(s): rules(md).ini
Values: boolean
Default: no
Applicable to: Projectiles


This flag determines whether this projectile can ignore/destroy walls in its path. If no, the unit firing it will only fire once it finds a firing location not obstructed by walls. It has been superseded by SubjectToWalls= in RA2/YR.

Nots

  • In Tiberian Sun, this was used on wall-type buildings. I don't know What is the importance of High=yes to the wall?.