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Difference between revisions of "IsSimpleDeployer"

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* When deploying into the UnloadingClass, note that ''only'' the image gets transferred from that object to the deploying object. It seems to have no effect on weapons, hit points, armor, etc. The weapon used by the deployed form is the secondary weapon of the deploying original unit by default, though this may be modulated by the [[DeployFireWeapon]] setting.
 
* When deploying into the UnloadingClass, note that ''only'' the image gets transferred from that object to the deploying object. It seems to have no effect on weapons, hit points, armor, etc. The weapon used by the deployed form is the secondary weapon of the deploying original unit by default, though this may be modulated by the [[DeployFireWeapon]] setting.
 
* '''Turrets:'''
 
* '''Turrets:'''
** If the original vehicle has {{tt|[[Turret]]=yes}}, but the UnloadingClass does not have a turret, the deployed vehicle will still be able to fire in all directions, as if its weapon had OmniFire.
+
** If the original vehicle has <tt>[[Turret]]=yes</tt>, but the UnloadingClass does not have a turret, the deployed vehicle will still be able to fire in all directions, as if its weapon had OmniFire.
 
** If the original vehicle does NOT have a turret (Turret=no), but the UnloadingClass DOES have one (Turret=yes), the UnloadingClass graphic will be displayed with a turret, however the turret will not turn, but point straight forward. The deployed unit will turn on the spot to face targets, and fire its weapon at a frontal facing.
 
** If the original vehicle does NOT have a turret (Turret=no), but the UnloadingClass DOES have one (Turret=yes), the UnloadingClass graphic will be displayed with a turret, however the turret will not turn, but point straight forward. The deployed unit will turn on the spot to face targets, and fire its weapon at a frontal facing.
 +
** Wether the vehicle has a turret or not in the deployed form is, of course, determined by the Turret=y/n statement in the section of the vehicle defined as the UnloadingClass. Presumably, if the statement is set to yes, but no corresponding -TUR.vxl is present, the game will behave in the same fashion as for regular units, that is, grant an 'invisible turret' to that unit - it will behave as if it had a turret when firing, but no graphic will be displayed for it.
 
* The deploying vehicle becomes unable to move while deployed.
 
* The deploying vehicle becomes unable to move while deployed.
 
* If no unloading class is set, the vehicle will keep its undeployed image, but all other effects still apply.
 
* If no unloading class is set, the vehicle will keep its undeployed image, but all other effects still apply.

Revision as of 15:25, 5 June 2012

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Flag: IsSimpleDeployer
File(s): rules(md).ini
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This entry was copied from DeeZire's Red Alert 2 and Yuris Revenge INI Editing Guide for the sake of completeness. As it is not our intention to rip off DeeZire's work, this article is subject to a re-write and update with the latest community knowledge.

For further information, please read Inclusion of The Guide.




Can be set to 'true' or 'false' and specifies whether or not this object gets a deploy cursor when selected by the player thus allowing it to 'simple' deploy - that is, it does not 'deploy into' something but deploys to perform some other function such as activating a weapon. The logic attached to this tag allows transformation from one image (the unit) to another (say a different unit) through use of the UnloadingClass tag.

Notes

  • When deploying into the UnloadingClass, note that only the image gets transferred from that object to the deploying object. It seems to have no effect on weapons, hit points, armor, etc. The weapon used by the deployed form is the secondary weapon of the deploying original unit by default, though this may be modulated by the DeployFireWeapon setting.
  • Turrets:
    • If the original vehicle has Turret=yes, but the UnloadingClass does not have a turret, the deployed vehicle will still be able to fire in all directions, as if its weapon had OmniFire.
    • If the original vehicle does NOT have a turret (Turret=no), but the UnloadingClass DOES have one (Turret=yes), the UnloadingClass graphic will be displayed with a turret, however the turret will not turn, but point straight forward. The deployed unit will turn on the spot to face targets, and fire its weapon at a frontal facing.
    • Wether the vehicle has a turret or not in the deployed form is, of course, determined by the Turret=y/n statement in the section of the vehicle defined as the UnloadingClass. Presumably, if the statement is set to yes, but no corresponding -TUR.vxl is present, the game will behave in the same fashion as for regular units, that is, grant an 'invisible turret' to that unit - it will behave as if it had a turret when firing, but no graphic will be displayed for it.
  • The deploying vehicle becomes unable to move while deployed.
  • If no unloading class is set, the vehicle will keep its undeployed image, but all other effects still apply.