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CanRetaliate

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Revision as of 21:50, 4 January 2010 by 001010011100101110 (talk | contribs) (One more down.)
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Flag: CanRetaliate
File(s): Rules(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: yes
Applicable to: TechnoTypes


Specifies if this object may retaliate when hit by enemy fire. The object may NOT retaliate when:

  • The damage came from friendly troops.
  • The damage came from a special weapon.
  • The damage does no harm to the object, or the damage is less than 1 after calculations.
  • The retaliating object is paralyzed.
  • The retaliating object is currently being hit by a weapon whose warhead has Temporal=yes.
  • The retaliating object is destroyed
  • The target is Iron Curtain-ed.
  • The target is Immune.
  • The target has set LegalTarget=no.
  • The target is cloaked.
  • The target is already destroyed.
  • The target is out of range, or the weapon used by the retaliating object's Range is less than the range from the object to the target.

If the object has CanPassiveAquire=yes set, then it may attack the target before the target attacks it if the target has a ThreatPosed greater than 0 set, then the object will attack even if as above stated the damage is less than 1 after calculations, but remember that the object is not actually retaliating!

See Also