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The sell button, when selected, will change the standard pointer to the "sell" pointer, similar to the repair button. Next to the "repair" button is the "sell" button. Buildings that are being repaired will display a wrench symbol above them until the building is fully repaired. Afterwards, any friendly damaged building selected by the pointer will slowly repair over time, while at the same time diverting funds from a player's account for each hit point restored to that building. Selecting the repair button will change the game cursor from the standard pointer to the "repair" pointer. Repair buttons typically have a wrench symbol emblazoned on them, while the sell buttons have a dollar sign (in Red Alert 3, variations with the Russian ruble and the Japanese yen exist). Construction will then follow the order in which the unit types were selected when all of the units of a specific type are purchased and deployed, the units of the next type will be deployed afterwards.Ībove the building/unit queues are the repair/sell buttons. Multiple units can be purchased at any time, even if another unit is under construction. Whereas the construction of a building under a specific queue will render all other building buttons unusable until the building is finished, the selection of a unit for construction will not. The building in which units emerge is called a "primary building."īuilding and unit production differ in another significant way. In other words, the more producing buildings a player has, the faster the units will be produced. If a player has more than one unit producing building that can produce the unit in question, the unit, and all other units from that queue, will emerge from that building at a faster rate than if there were fewer buildings like it. Instead, the unit will automatically emerge from a unit producing building, should the player have one constructed. However, unlike buildings, units do not require placement on the battlefield once they are fully purchased. Like with buildings, the clicking of a button on a unit queue will divert funds from a player's account until the unit's cost is fully paid. The purchasing of game units differs slightly from the purchasing of buildings. Once a buildings' location is selected, the building will instantly sprout up from the ground, adding its own abilities/attributes to a players' greater base.
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Notable exceptions to this rule include buildings captured by engineers, which boast a small radius in which buildings can be placed. Once a building is fully purchased, the player can select a place to put it on the game map, though the radius in which buildings can be placed is typically centered on a construction yard or its equivalent. Clicking a button will divert funds from a player's bank account, draining the funds until the building/unit is fully purchased. The various buttons on a queue will commonly display a unique building or unique unit, depending on which queue the button is listed under. In Tiberium Wars and newer titles, the sidebar system was expanded with a support power bar shown on the far left side of the screen, as well as a unit information box on the bottom right. Navy list ( Red Alert 3 and Uprising only).Unit list (until Tiberian Sun: Firestorm).Defensive building list ( Red Alert 2 and onwards).Minimap (if the radar building is present and powered) or faction logo.In most cases, the sidebar itself will have the following interface details starting from top to bottom: The sidebar is a unique command interface that takes the form of button-laden bar on the side of the game screen.Ĭommand & Conquer games that make use of sidebars typically have them placed on the far right of the game screen.