ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.
Difference between revisions of "JumpJet"
From ModEnc
(Removing nickname (see ModEnc:Styleguide#No_Nicks ), adding proper flag template) |
|||
(4 intermediate revisions by 3 users not shown) | |||
Line 10: | Line 10: | ||
}} | }} | ||
− | + | 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]]. | |
+ | |||
+ | {{Bugs}} | ||
+ | :{{N}}<span id="bug1">TS: A vehicle using {{f|JumpJet|yes|link}} as well as the same locomotor as the JumpJet Trooper, will become immune to damage while airborne. | ||
+ | |||
+ | [[Category:Jumpjet Flags]] |
Revision as of 21:52, 24 April 2024
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.
Bugs/Side-Effects/Unexpected Limitations
- TS: A vehicle using JumpJet=yes as well as the same locomotor as the JumpJet Trooper, will become immune to damage while airborne.