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Difference between revisions of "Underwater"

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(One effect I have uncovered when making SUB and BSUB and DLPH amphibious, someone should retest this.)
 
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{{tt|Underwater{{Equal}}yes}} has two known effects and one untested effect:
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{{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.
 
* 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 also stop the object from displaying the {{f|Wake|link}} animation when traveling over water.
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* 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.}}
 
* {{tt|It will also restrict units from recloaking when it is in fact on land.}}

Latest revision as of 00:01, 10 September 2013

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: 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.