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Difference between revisions of "Underwater"

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{{DeeZireInclusion}}<br />
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{{Flag
Can be set to 'yes' or 'no' and determines if this object with Naval=yes set is classed as being underwater for the purposes of the NavalTargeting= logic. This is used to differentiate between objects on the surface of the water and below it.
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|name=Underwater
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|files={{Categ|Rules(md).ini}}
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|values=boolean
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|default=no
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|types={{Categ|InfantryTypes}}, {{Categ|VehicleTypes}}, {{Categ|AircraftTypes}}, {{Categ|BuildingTypes}}
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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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{{tt|Underwater{{Equal}}yes}} has three known effects and one untested effect:
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* Primarily, it is used to classify the object as being underwater, for the purposes of the {{f|NavalTargeting|link}} logic.
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* It will also stop the object from displaying the {{f|Wake|link}} animation when traveling over water.
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* It will disable the "sinking" death logic for the unit, instead displaying explosions
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* {{tt|It will also restrict units from recloaking when it is in fact on land.}}

Latest revision as of 00:01, 10 September 2013

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: Underwater
File(s): Rules(md).ini
Values: boolean
Default: no
Applicable to: InfantryTypes, VehicleTypes, AircraftTypes, BuildingTypes


Underwater=yes has three known effects and one untested effect:

  • Primarily, it is used to classify the object as being underwater, for the purposes of the NavalTargeting logic.
  • It will also stop the object from displaying the Wake animation when traveling over water.
  • It will disable the "sinking" death logic for the unit, instead displaying explosions
  • It will also restrict units from recloaking when it is in fact on land.