ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.

EliteAbilities

From ModEnc
Revision as of 15:52, 5 May 2006 by DCoder (talk | contribs)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search
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: EliteAbilities
File(s): rules(md).ini
Values: ERROR – No value types set! Please edit this page and fix the Flag template!

This entry was copied from DeeZire's Red Alert 2 and Yuris Revenge INI Editing Guide for the sake of completeness. As it is not our intention to rip off DeeZire's work, this article is subject to a re-write and update with the latest community knowledge.

For further information, please read Inclusion of The Guide.




Lists the special attributes that this object obtains when it reaches Elite status. These can be any from the following list, each separated by a comma. Note that although others are listed in RULES.INI only the following ones are valid in Red Alert 2;-

	FASTER		- increase to units Speed=
STRONGER - increase to units Strength=
SCATTER - unit gets ability to auto-scatter from enemy fire/damage
FIREPOWER - increase to Damage= inflicted by units weapons
SIGHT - units Sight= range is increased
CLOAK - unit gains Cloakable=yes (this is the submarine submerge logic in Red Alert 2)
TIBERIUM_PROOF - unit gains TiberiumProof=yes (valid but obsolete)
VEIN_PROOF - unit gains ImmuneToVeins=yes
SELF_HEAL - unit gains SelfHealing=yes
EXPLODES - unit gets Explodes=yes property, causing collateral damage when destroyed
RADAR_INVISIBLE - unit gains RadarInvisble=yes rendering it invisible on enemy radar
SENSORS - unit gains Sensors=yes thus ability to detect cloaked (submarine) units
FEARLESS - unit gains Fearless=yes and does not go prone (does not sustain ProneDamage=)
TIBERIUM_HEAL - unit gains TiberiumHeal=yes (valid but obsolete)
GUARD_AREA - unit gains the DefaultToGuardArea=yes property
CRUSHER - unit gets Crusher=yes and will crush any objects which have Crushable=yes set
C4 - unit gets C4=yes and can use C4 on BuildingTypes