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{{flag|name=BuildLimit|values=Unsigned Integer|special=-1 (allow building once, then disappear from tab and never return)|games=TS, FS, RA2, YR}}
{{flag|name=BuildLimit|values=Unsigned Integer|special=-1 (allow building once, then disappear from tab and never return)|default=? (incorrect statement in rules)|games=TS, FS, RA2, YR}}
 
 
<tt>BuildLimit</tt> is used to make a unit only buildable in a certain quantity. (Remember Mammoth Mk II and Cyborg Commando?)
<tt>BuildLimit</tt> is used to make a unit only buildable in a certain quantity. (Remember Mammoth Mk II and Cyborg Commando?)



Revision as of 12:17, 28 April 2005

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: BuildLimit
File(s): rules(md).ini
Values: Unsigned Integer
Special Values:
Default: ? (incorrect statement in rules)


BuildLimit is used to make a unit only buildable in a certain quantity. (Remember Mammoth Mk II and Cyborg Commando?)

If you set BuildLimit=1, you'll build one of it, and will be able to make another only after this one is destroyed.

Setting it to more than one means you'll build 1 less than specified, and the last one will be built separately, after the others have finished building. Code glitch :(

Setting BuildLimit=-1 won't mean unlimited building, despite the comments that say otherwise. It'll mean 'build one, then forget you could ever build it". In other words, after you build one, it dissapears from your sidebar and you won't get it back without quitting the game.

However, removing the BuildLimit from superweapons won't give you more nukes, only more nuke silos (come to think of it, build dummies so the enemy doesn't know the real one). That's the same for other superweapons.

Other buildings, however, can multiply their effects without BuildLimit. Infinite Ore Purifiers/Industrial Plants/Cloning Vats... they work as they should.