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

Difference between revisions of "JumpJet"

From ModEnc
Jump to: navigation, search
m (Fixed capitalization.)
m (Gah! Fixed template.)
Line 10: Line 10:
 
}}
 
}}
  
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}}.
+
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]].
 
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]].
 +
 +
[[Category:Jumpjet Flags]]

Revision as of 21:35, 15 February 2010

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.