Cyborg: Difference between revisions
No edit summary |
mNo edit summary |
||
Line 12: | Line 12: | ||
|rp=yes | |rp=yes | ||
}} | }} | ||
Defines whether an infantry will behave like a cyborg, rather than a normal soldier. This includes the loss of its legs when the cyborg is damaged heavily. During this process it regains 25% of its health, but it can only crawl from now on. The cyborg uses the prone sequence variants to create this effect. | Defines whether an infantry will behave like a cyborg, rather than a normal soldier. This includes the loss of its legs when the cyborg is damaged heavily. During this process it regains 25% of its health, but it can only crawl from now on. The cyborg uses the prone sequence variants to create this effect. | ||
Line 22: | Line 21: | ||
Cyborg logic does not work well together with deployable infantry, because the cyborg uses its prone status to indicate it has no legs and deploying and undeploying clears this. | Cyborg logic does not work well together with deployable infantry, because the cyborg uses its prone status to indicate it has no legs and deploying and undeploying clears this. | ||
==Note== | |||
*The '''Cyborg=yes''' tag will disable the tag. {{f|NotHuman|yes|link}}. |
Revision as of 11:31, 4 January 2025
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
Flag: | Cyborg |
File(s): | Rules(md).ini |
Values: | Boolean values: yes or no, true or false, 1 or 0 |
Default: | no |
Applicable to: | InfantryTypes |
Defines whether an infantry will behave like a cyborg, rather than a normal soldier. This includes the loss of its legs when the cyborg is damaged heavily. During this process it regains 25% of its health, but it can only crawl from now on. The cyborg uses the prone sequence variants to create this effect.
Once a cyborg is crawling it can still be repaired back to full health, though its legs stay lost. Destroying a crawling cyborg finally kills it.
Damaging or destroying a cyborg displays the [General]→InfantryExplode= animation.
If [CombatDamage]→BerzerkAllowed=yes is set, the cyborg can go berzerk if it is damaged. In Red Alert 2 and Yuri's Revenge the berzerk ability is not working, however, through AI Scripting, this can be re-enabled (see AI/ScriptActions for more info).
Cyborg logic does not work well together with deployable infantry, because the cyborg uses its prone status to indicate it has no legs and deploying and undeploying clears this.
Note
- The Cyborg=yes tag will disable the tag. NotHuman=yes.