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Difference between revisions of "EngineerCaptureLevel"

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(Creating per executable)
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{{DeeZireInclusion}}<br />
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{{Flag
Determines the number of Engineers required to infiltrate a structure before its ownership is transferred to the 'capturing' side. Appears to be hard coded to remain at 1.0, since the 'multi engineer' logic appears to have been disabled in Red Alert 2 to allow simple capture of Tech Buildings. This value is meant to be used if MultiEngineer= is set to 'yes' in the [MultiplayerDialogSettings] section.
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|name={{PAGENAME}}
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|files={{Categ|rules(md).ini}}
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|values={{values|float}}
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|default=1.0
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|types={{Categ|General}}
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|yr=yes
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|rp=yes
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}}
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When an Engineer is selected and mouse is hovered over a structure that has more than this percentage of its {{TTL|Strength}} left, the cursor will be set to "Damage" instead of "Capture".  
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{{Bugs}} The actual behavior of the entering engineer is not affected, and unless the (unavailable in RA2/YR) MultiEngineers game option is enabled, the engineer always captures the targeted structure.

Revision as of 15:08, 3 October 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: EngineerCaptureLevel
File(s): rules(md).ini
Values: Floating point values: Any decimal number (clearer range should be added in Template:Values).
Default: 1.0
Applicable to: General


When an Engineer is selected and mouse is hovered over a structure that has more than this percentage of its Template:TTL left, the cursor will be set to "Damage" instead of "Capture".

Cc alert.png Bugs/Side-Effects/Unexpected Limitations

The actual behavior of the entering engineer is not affected, and unless the (unavailable in RA2/YR) MultiEngineers game option is enabled, the engineer always captures the targeted structure.