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Difference between revisions of "Bullets"

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(de-dz, dz was so wrong... (didn't we have a template to mark up dz-wrongness?))
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{{DeeZireInclusion}}<br />
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{{flag
Can be set to 'yes' or 'no' - defaults to 'no'. If this is used, the Bright=yes tag on the weapon itself is used instead to create the Bright=yes effect with every shot of the 'bullet' rather than every impact of the warhead. The overall effect is that the combat light is always the same size - in this case, its size is not calculated based on the Damage= inflicted.
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|values={{values|boolean}}
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|types={{categ|warheads}}
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|default=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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== In {{ra2}} ==
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If set, an InfantryType wielding a weapon with this warhead uses {{Tt|Tip:MachineGun}} as its IFV name, instead of following [[Transforming Tooltips|the normal naming rules]].
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== In {{yr}} ==
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{{Obsolete|{{yr}}}}
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This flag is parsed, but has absolutely no effect.

Revision as of 09:36, 20 July 2008

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: Bullets
File(s): rules(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: 0
Applicable to: warheads


In Red Alert 2

If set, an InfantryType wielding a weapon with this warhead uses Tip:MachineGun as its IFV name, instead of following the normal naming rules.

In Yuri's Revenge

Cc cnrdelete-all.png
Logic related to Bullets, as a whole or in part, is obsolete in Yuri's Revenge.

This flag is parsed, but has absolutely no effect.