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Difference between revisions of "Cyborg"

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m (Correcting flag name)
Line 1: Line 1:
 
{{Flag
 
{{Flag
|name={{Cyborg}}
+
|name=Cyborg
 
|files={{Categ|Rules(md).ini}}
 
|files={{Categ|Rules(md).ini}}
|values=yes, no
+
|values={{values|boolean}}
 
|default=no
 
|default=no
 
|types={{Categ|InfantryTypes}}
 
|types={{Categ|InfantryTypes}}
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}}
 
}}
  
Can be set to 'yes or no'. Used to determine if an infantry will behave like a Cyborg, rather than a normal soldier. This includes the loss of its legs, and the ability of going Bezerk. However, BezerkAllowed= in [general] must be set to yes for the latter to take effect.
+
Can be set to 'yes or no'. Used to determine if an infantry will behave like a Cyborg, rather than a normal soldier. This includes the loss of its legs, and the ability of going Berzerk. However, {{TTL|BerzerkAllowed}}= in [General] must be set to yes for the latter to take effect.
  
The Bezerk ability seems to have no effect in Red Alert 2 and Yuri's Revenge through BezerkAllowed=, however, through AI Scripting, this can be re-enabled (see AI.INI guide for more information)
+
The Berzerk ability seems to have no effect in Red Alert 2 and Yuri's Revenge through BerzerkAllowed=, however, through AI Scripting, this can be re-enabled (see [[AI/ScriptActions]] for more info).

Revision as of 18:56, 19 April 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: Cyborg
File(s): Rules(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: no
Applicable to: InfantryTypes


Can be set to 'yes or no'. Used to determine if an infantry will behave like a Cyborg, rather than a normal soldier. This includes the loss of its legs, and the ability of going Berzerk. However, Template:TTL= in [General] must be set to yes for the latter to take effect.

The Berzerk ability seems to have no effect in Red Alert 2 and Yuri's Revenge through BerzerkAllowed=, however, through AI Scripting, this can be re-enabled (see AI/ScriptActions for more info).