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Difference between revisions of "JumpJet"

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m (Gah! Fixed template.)
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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]].
 
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]].
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{{Bugs}}
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:{{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]]
 
[[Category:Jumpjet Flags]]

Revision as of 21:52, 24 April 2024

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.

Cc alert.png Bugs/Side-Effects/Unexpected Limitations

Cc cancel.pngTS: A vehicle using JumpJet=yes as well as the same locomotor as the JumpJet Trooper, will become immune to damage while airborne.