Artillary=
Should be used only on BuildingTypes. Can be set to 'yes' or 'no' and represents a special case for structures into which a unit has deployed. This tag ensures that the unit turns to face North-East and remains in its current cell before deploying into this structure.


ICBMLauncher=
Should be used only on BuildingTypes. Can be set to 'yes' or 'no' and represents a special case for structures into which a unit has deployed. This tag ensures that the unit turns to face South-East and remains in its current cell before deploying into this structure.

NotHuman=
Can be set to 'yes' or 'no' and determines whether or not this InfantryType is human. The effect of this is that the InfDeath= section of a warhead is ignored when this unit is destroyed by it, with the 'die' sections of its ART.INI sequence appropriately being used instead. This is used in Red Alert 2 for the Alligator and the Cow to ensure they do not display, for example, the FlamingInfantry= animation when they are burned to death as it would look crazy for them to run around in the shape of a soldier. Use of this tag also means that when the unit is killed, the DeadBodies= animations are not displayed either (as they are all human shaped).

SAM=
Can be set to 'yes' or 'no' and determines that this BuildingType is a SAM (surface to air missile launcher) and thus its weapons can only fire at AircraftTypes. NOTE: this is unused in Red Alert 2 as the use of this means that the structure will not fire at VehicleTypes with JumpJet=yes set or acquire them as targets - it will only target AircraftTypes.

------------------------------------------------------------
Send to DZ:

------------------------------------------------------------
Ammo=
does not affect the number of times a paradrop from a Tech
Airport may be used. In the code for [CAAIRP], Ammo=5 but
you may use the paradrop many times (I have not encountered
a limit yet). This may be true of other functions such as
the Tech Hospital. The only functions I know for sure work
with Ammo= is limiting the number of upgrades for an
Armory=yes structure, or for general use as limiting unit
weapon ammo.
------------------------------------------------------------
Invisible=yes
I have encountered some problems with buildings having this
flag when playing on a LAN (frequently getting "Reconnection
Error")
Interaction with this building when it is not immune to
damage (I think - I haven't tested this thouroughly - it
seemed so weird a problem that I just removed all invisible
structures. It could be that my invisible structures had a
weapon, I just don't know what the problem(s) were.
------------------------------------------------------------
LegalTarget=no
I think I have seen AI controlled units attacking a building
with this set. I have not investigated further.
------------------------------------------------------------
PrerequisiteOverride=
Owning one of the buildings listed as a PrerequisiteOverride
allows you to construct that object as you know.
However, if a PrerequisiteOverride is satisfied, it also
nullifies TechLevel=-1, ForbiddenHouses, RequiredHouses and
RequiresStolenxxxTech
------------------------------------------------------------
DisableableFromShell=yes
The Force Shield super weapon is disabled not the building
that provides it (unlike the biggy weapons) - I'm sure you
know this but it wasn't mentioned in the RULES4.DOC
------------------------------------------------------------


