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Difference between revisions of "JumpJet"

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Specifies whether or not this unit should use the {{TTL|JumpJetControls}} to determine how it should move. In {{Ra2}}, each unit can specify its own values to override the default {{TTL|JumpJetControls}}.
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Specifies whether or not this unit should use the {{f|JumpJetControls|link}} to determine how it should move. In {{Ra2}}, each unit can specify its own values to override the default {{f|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 {{TTL|Locomotor}} of the emerging [[VehicleType]].
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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]].

Revision as of 10:16, 27 November 2009

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: 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.