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Difference between revisions of "JumpJet"
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− | {{ | + | {{flag |
− | + | |types={{Categ|Technoes}} | |
− | + | |values={{values|boolean}} | |
+ | |default=no | ||
+ | |ts=yes | ||
+ | |fs=yes | ||
+ | |ets=yes | ||
+ | |ra2=yes | ||
+ | |yr=yes | ||
+ | }} | ||
+ | |||
+ | Specifies whether or not this unit should use the {{s|JumpjetControls|link}} to determine how it should move. In {{Ra2}}, each unit can specify its own values to override the default {{s|JumpjetControls|link}}. | ||
+ | |||
+ | If a [[VehicleType]] is considered to be a jump jet then the War Factory that it emerges from will display its alternate production animation, regardless of the {{f|Locomotor|link}} of the emerging [[VehicleType]]. | ||
+ | |||
+ | [[Category:Jumpjet Flags]] |
Revision as of 21:35, 15 February 2010
Flag: | JumpJet |
File(s): | rules(md).ini |
Values: | Boolean values: yes or no, true or false, 1 or 0 |
Default: | no |
Applicable to: | TechnoTypes:
AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes |
Specifies whether or not this unit should use the [JumpjetControls] to determine how it should move. In Red Alert 2, each unit can specify its own values to override the default [JumpjetControls].
If a VehicleType is considered to be a jump jet then the War Factory that it emerges from will display its alternate production animation, regardless of the Locomotor of the emerging VehicleType.