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Difference between revisions of "JumpJet"

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(Removing nickname (see ModEnc:Styleguide#No_Nicks ), adding proper flag template)
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Can be set to 'yes' or 'no' and determines whether or not this unit is a 'jump jet' and should therefore use the JumpjetControls rules for its movement, although uniquely in Red Alert 2 these rules can be over-ridden between each unit allowing for customization between different unit types.
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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}}.
  
Also, If this tag is applied to a VehicleType, the War Factory that builds this unit will use the alternate production animation regardless of its locomotor.
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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 {{TTL|Locomotor}} of the emerging [[VehicleType]].

Revision as of 09:17, 16 August 2008

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 Template:TTL to determine how it should move. In Red Alert 2, each unit can specify its own values to override the default Template:TTL.

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 Template:TTL of the emerging VehicleType.