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JumpJet

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Revision as of 10:51, 29 April 2024 by Crimsonum (talk | contribs) (Some fixes.)
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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: JumpJet
File(s): rules(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: no
Applicable to: TechnoTypes:

AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes



Specifies whether or not this unit should use the jumpjet controls to determine how it should move.

Effect On Vehicle Production Buildings

In Red Alert 2 and Yuri's Revenge, if a vehicle is considered to be a jumpjet then the War Factory that it emerges from will display its alternate production animation, regardless of the Locomotor of the emerging vehicle.

Bugs/Side-Effects/Unexpected Limitations

In Tiberian Sun, a vehicle using JumpJet=yes as well as the same jumpjet locomotor as the Jumpjet Infantry, will become immune to normal damage while airborne. Only ambient sources like railguns can inflict damage on the jumpjet vehicle.