ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.

Difference between revisions of "BerzerkAllowed"

From ModEnc
Jump to: navigation, search
m (Types not sections)
 
Line 1: Line 1:
==DZ for [[InfantryTypes]]==
+
{{Flag
{{DeeZireInclusion}}<br />
+
|name=BerzerkAllowed
Defaults to 'no'. If you set this to 'yes' on an InfantryType , and you have enabled this unit as a 'cyborg' (see the Cyborg= entry for more details) then the unit will emit sparks when it is badly damaged as a visual effect. Despite the name of the tag, this does not make the unit go berserk.
+
|files={{Categ|Rules(md).ini}}
 +
|values={{values|boolean}}
 +
|default=no
 +
|types={{Categ|CombatDamage}}
 +
|ts=yes
 +
|fs=yes
 +
|ra2=yes
 +
|yr=yes
 +
|ra2obsolete=yes
 +
}}
 +
in {{Ts}}, defines whether [[InfantryTypes]] with {{f|Cyborg|yes|link}} will go berzerk when they are damaged and their health drops below {{sl|AudioVisual|ConditionYellow}}. Berzerking units can be controlled, but they consider friendly units (not buildings) as targets in their threat scan and will attack them automatically.
  
==DZ in rules1/Particle System Defaults==
+
There is no way to stop a unit from berzerking.
{{DeeZireInclusion}}<br />
+
 
Can be set to 'yes' or 'no'(defaults to 'no'). This determines whether or not units with {{f|Cyborg|yes|link}} set go berserk when they reach half damage (in other words they start to equally consider friendly units as targets in their threat scan). Although this is parsed in Red Alert 2, it does not make the unit go berserk, however you can attach this tag to an InfantryType so it will emit sparks when it is badly damaged as a visual effect - see the BerzerkAllowed= tag in the [InfantryTypes] section.
+
This flag does not affect the behavior of the ''Go Berzerk'' script action 2 and map action 91.
 +
 
 +
In {{Ra2}} and {{Yr}} this tag is parsed, but the logic that enables berserk on damaged infantry is missing.

Latest revision as of 23:57, 24 March 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: BerzerkAllowed
File(s): Rules(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: no
Applicable to: CombatDamage

Cc cnrdelete-all.pngLogic related to BerzerkAllowed, as a whole or in part, is obsolete in Red Alert 2 and/or Yuri's Revenge.



in Tiberian Sun, defines whether InfantryTypes with Cyborg=yes will go berzerk when they are damaged and their health drops below [AudioVisual]ConditionYellow=. Berzerking units can be controlled, but they consider friendly units (not buildings) as targets in their threat scan and will attack them automatically.

There is no way to stop a unit from berzerking.

This flag does not affect the behavior of the Go Berzerk script action 2 and map action 91.

In Red Alert 2 and Yuri's Revenge this tag is parsed, but the logic that enables berserk on damaged infantry is missing.