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Difference between revisions of "Naval"

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(On BuildingTypes)
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==On [[BuildingTypes]]==
 
==On [[BuildingTypes]]==
Determines whether the structure acts as a water-based production facility as opposed to land-based, as with {{f|WarFactory|yes|link}}.  
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If set to yes, this flag forces a <tt>Factory=UnitType</tt> to only build <tt>VehicleTypes</tt> with a corresponding <tt>Naval=yes</tt> flag set.
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This flag serves as the only real logical distinction between a land-based vehicle factory and a naval-based ship factory.
  
 
==On [[VehicleTypes]]==
 
==On [[VehicleTypes]]==

Revision as of 05:38, 24 January 2012

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: Naval
File(s): rules(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: yes
Applicable to: BuildingTypes, VehicleTypes


On BuildingTypes

If set to yes, this flag forces a Factory=UnitType to only build VehicleTypes with a corresponding Naval=yes flag set.

This flag serves as the only real logical distinction between a land-based vehicle factory and a naval-based ship factory.

On VehicleTypes

Determines which factory the specified vehicle is produced.

Additionally, Naval=yes invokes NavalTargeting logic.