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Difference between revisions of "IsChargeTurret"

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m (Replacing Template:TTL with Template:F.)
 
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{{DeeZireInclusion}}<br />
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{{Flag
Can be set to 'yes' or 'no' and determines whether or not this VehicleType has a number of turrets rather than just one, and those turrets are 'cycled' when the unit fires to give the impression of a charging effect. The game expects the turret voxel files to be named in numerical sequence. This is only used on the Prism Tanks in Red Alert 2.
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|name={{PAGENAME}}
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|files={{Categ|Rules(md).ini}}
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|values={{Values|boolean}}
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|default=no
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|types={{Categ|VehicleTypes}}
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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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If set, specifies that:
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*this object should cycle all of its turrets (see [[TurretCount]]) before each shot, to create an impression of the weapon charging/recoiling;
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*this object should only use {{f|Weapon1|link}} and {{f|EliteWeapon1|link}}, and ignore all other weapons it has.

Latest revision as of 10:13, 27 November 2009

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: IsChargeTurret
File(s): Rules(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: no
Applicable to: VehicleTypes


If set, specifies that:

  • this object should cycle all of its turrets (see TurretCount) before each shot, to create an impression of the weapon charging/recoiling;
  • this object should only use Weapon1 and EliteWeapon1, and ignore all other weapons it has.