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Difference between revisions of "AirRangeBonus"

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{{DeeZireInclusion}}<br />
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{{Flag
This specifies the additional range that the objects Primary= weapon gets if that weapon's Projectile= has AA=true set (i.e. it is able to fire at aircraft). This only applies to Primary= weapons and should be set equal to or less than the range of the weapon or targeting problems can arise and the unit may not be able to target anything.
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|name={{PAGENAME}}
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|files={{Categ|ini=rules}}
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|types={{Categ|Technoes}}
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|values={{Values|float|range in cells}}
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|default=0.0
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|ra2=yes
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|yr=yes
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|rp=yes
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}}
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This flag defines the additional range added to all of [[TechnoType]]'s weapons when it is targeting objects in air. In order to do this, the weapon's projectile must have {{f|AA|yes|link}} set.
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== Notes ==
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When a unit gets ordered to attack an airborne target, it will strive to move into the [[Range]] value of its anti-air weapon, and stay there while attacking. Adding ''AirRangeBonus'' doesn't affect this behavior, but as it increases the weapon's effective firing range, it actually makes slow moving anti-air units more effective against targets that are able to escape from them (especially if they have {{f|OpportunityFire|yes|link}}), since they will automatically move in to cover a larger area.

Latest revision as of 16:13, 11 August 2014

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: AirRangeBonus
File(s): rules(md).ini
Values: Floating point values: Any decimal number (clearer range should be added in Template:Values). (Limited to: range in cells)
Default: 0.0
Applicable to: TechnoTypes:

AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes



This flag defines the additional range added to all of TechnoType's weapons when it is targeting objects in air. In order to do this, the weapon's projectile must have AA=yes set.

Notes

When a unit gets ordered to attack an airborne target, it will strive to move into the Range value of its anti-air weapon, and stay there while attacking. Adding AirRangeBonus doesn't affect this behavior, but as it increases the weapon's effective firing range, it actually makes slow moving anti-air units more effective against targets that are able to escape from them (especially if they have OpportunityFire=yes), since they will automatically move in to cover a larger area.