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Difference between revisions of "Underwater"
From ModEnc
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− | {{ | + | {{Flag |
− | + | |name=Underwater | |
+ | |files={{Categ|Rules(md).ini}} | ||
+ | |values=boolean | ||
+ | |default=no | ||
+ | |types={{Categ|InfantryTypes}}, {{Categ|VehicleTypes}}, {{Categ|AircraftTypes}}, {{Categ|BuildingTypes}} | ||
+ | |ra2=yes | ||
+ | |yr=yes | ||
+ | |rp=yes | ||
+ | }} | ||
+ | |||
+ | {{tt|Underwater{{Equal}}yes}} has three known effects and one untested effect: | ||
+ | * Primarily, it is used to classify the object as being underwater, for the purposes of the {{f|NavalTargeting|link}} logic. | ||
+ | * It will also stop the object from displaying the {{f|Wake|link}} animation when traveling over water. | ||
+ | * It will disable the "sinking" death logic for the unit, instead displaying explosions | ||
+ | * {{tt|It will also restrict units from recloaking when it is in fact on land.}} |
Latest revision as of 00:01, 10 September 2013
Flag: | Underwater |
File(s): | Rules(md).ini |
Values: | boolean |
Default: | no |
Applicable to: | InfantryTypes, VehicleTypes, AircraftTypes, BuildingTypes |
Underwater=yes has three known effects and one untested effect:
- Primarily, it is used to classify the object as being underwater, for the purposes of the NavalTargeting logic.
- It will also stop the object from displaying the Wake animation when traveling over water.
- It will disable the "sinking" death logic for the unit, instead displaying explosions
- It will also restrict units from recloaking when it is in fact on land.