I am fairly certain neither are even read/used when the attack uses the special bombing run logic, IE:
;Crate dropping run
[CrateProj]
Image=CRATEDROP
Elasticity=0.0
Bouncy=yes ;so "bombs" dont snap onto the "target"
Parachuted=yes
FirersPalette=yes
Speed=0 regardless.
Edit- setting ParachuteMaxFallRate to 4, unsurprisingly, had no effect on this and caused paratroopers to fly to the ceiling of the map before losing their parachutes and plunging to the ground.
Which admittedly would be cool for an orbital drop reinforcement ability.
I am fairly certain neither are even read/used when the attack uses the special bombing run logic, IE:
;Crate dropping run
[CrateProj]
Image=CRATEDROP
Elasticity=0.0
Bouncy=yes ;so "bombs" dont snap onto the "target"
Parachuted=yes
FirersPalette=yes
Speed=0 regardless.
Edit- setting ParachuteMaxFal lRate to 4, unsurprisingly, had no effect on this and caused paratroopers to fly to the ceiling of the map before losing their parachutes and plunging to the ground.
Which admittedly would be cool for an orbital drop reinforcement ability.