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Difference between revisions of "IsSimpleDeployer"

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{{DeeZireInclusion}}<br />
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{{Flag
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 {{tt|[[UnloadingClass]]}} tag.
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|files={{Categ|ini=rules}}
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|types={{Categ|VehicleTypes}}
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|values={{values|Booleans}}
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|default=no
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|ra2=yes
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|yr=yes
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|ares=yes
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}}
  
===Notes===
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Specifies whether or not this object is allowed to deploy to change its weapon (specified by the [[DeployFireWeapon]] tag on the unit) and its [[Image]] (taken from the unit specified by the [[UnloadingClass]] tag). If specified, the unit will be able to fire its' DeployFireWeapon normally when deployed. If a vehicle only has [[DeployFire]], it will fire its' DeployFireWeapon directly at the ground underneath itself when deployed (although the weapon can also be fired at other targets by the unit's owner).
* 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.
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* '''Turrets:'''
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The game will also play [[DeployingAnim]] when the unit is ordered to deploy or undeploy. Units which only have DeployFire will simply fire at the ground at their position when deployed and can be aimed at other targets and ordered to move as any other unit, while units which have IsSimpleDeployer will also be unable to move in this form, until ordered to deploy again.
** 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.
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** 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.
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==Notes==
* The deploying vehicle becomes unable to move while deployed.
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* If the unit is {{f|JumpJet|yes|link}} and has {{Tt|DeployToLand|yes|link}} set, it will first turn to face the direction specified by {{sl|AudioVisual|PoseDir}}, and land to deploy only after.
* If no unloading class is set, the vehicle will keep its undeployed image, but all other effects still apply.
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* If the original vehicle has {{f|Turret|yes|link}}, but the [[UnloadingClass]] does not, the game will still try to look for a turret graphic corresponding to the UnloadingClass image when the unit deploys, and will use an invisible turret if it doesn't find one.
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* If the original vehicle has {{f|Turret|no|link}}, but the [[UnloadingClass]] has {{f|Turret|yes|link}}, the turret image corresponding to the UnloadingClass image will still get loaded, but the unit itself will turn to face the target, with the turret fixed facing the same direction as the unit.  
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==See also==
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* [[Deployer]]
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* [[DeployFire]]
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* [[DeployFireWeapon]]
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* [[DeployToFire]]
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* [[DeployToLand]]
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* [[DeploysInto]]

Latest revision as of 14:24, 19 January 2016

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


Specifies whether or not this object is allowed to deploy to change its weapon (specified by the DeployFireWeapon tag on the unit) and its Image (taken from the unit specified by the UnloadingClass tag). If specified, the unit will be able to fire its' DeployFireWeapon normally when deployed. If a vehicle only has DeployFire, it will fire its' DeployFireWeapon directly at the ground underneath itself when deployed (although the weapon can also be fired at other targets by the unit's owner).

The game will also play DeployingAnim when the unit is ordered to deploy or undeploy. Units which only have DeployFire will simply fire at the ground at their position when deployed and can be aimed at other targets and ordered to move as any other unit, while units which have IsSimpleDeployer will also be unable to move in this form, until ordered to deploy again.

Notes

  • If the unit is JumpJet=yes and has DeployToLand set, it will first turn to face the direction specified by [AudioVisual]PoseDir=, and land to deploy only after.
  • If the original vehicle has Turret=yes, but the UnloadingClass does not, the game will still try to look for a turret graphic corresponding to the UnloadingClass image when the unit deploys, and will use an invisible turret if it doesn't find one.
  • If the original vehicle has Turret=no, but the UnloadingClass has Turret=yes, the turret image corresponding to the UnloadingClass image will still get loaded, but the unit itself will turn to face the target, with the turret fixed facing the same direction as the unit.

See also