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Difference between revisions of "SelfHealing"

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(updated info)
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{{DeeZireInclusion}}<br />
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{{Flag
Can be set to 'yes' or 'no' and determines whether or not this object can automatically heal itself. In Red Alert 2, this property means that the object will continue to heal itself to the full value of its Strength=, unlike previous C&C games where they would only heal to half.
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|name={{PAGENAME}}
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|files={{Categ|ini=rules}}
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|values={{values|Booleans}}
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|default=no
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|types={{Categ|InfantryTypes}},{{Categ|VehicleTypes}}, {{Categ|AircraftTypes}}, {{Categ|BuildingTypes}}
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|ra=yes
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|cs=yes
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|am=yes
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|ts=yes
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|fs=yes
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|ets=yes
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|ra2=yes
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|yr=yes
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|rp=yes
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}}
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Determines whether the object will automatically heal itself. The effect is applied each time [[RepairRate]] minutes has passed, and is hardcoded to restore 1 point of damage each time. Only works while the object has less than 50% health.
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== In {{ra2}} and {{yr}} ==
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The healed damage no longer caps at 50%, allowing objects to heal to full health.

Revision as of 20:24, 23 February 2016

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


Determines whether the object will automatically heal itself. The effect is applied each time RepairRate minutes has passed, and is hardcoded to restore 1 point of damage each time. Only works while the object has less than 50% health.

In Red Alert 2 and Yuri's Revenge

The healed damage no longer caps at 50%, allowing objects to heal to full health.