Difference between revisions of "Projectile"
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+ | {{flag|name=Projectile|values=Names of Projectiles|special=None|default=None|games=RA, TS, FS, RA2, YR}} | ||
+ | ==As a Flag== | ||
+ | In all [[rules|rules(md).ini]] based C&Cs, <tt>Projectile=</tt> determines which Projectile a [[Weapon]] should use. | ||
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+ | In [[Red Alert]], it is also a valid flag of the [[Maximums|<nowiki>[Maximums]</nowiki>]] section, specifying the maximum amount of projectile types that can exist at the same time. ('''Note:''' In that case, the accepted values are probably unsigned integers. Definately not names of projectiles.) | ||
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+ | ==As an Object== | ||
A projectile is the part of the weapon which, after graphically flying through a certain path, calls the [[Warhead]] that does the damage. | A projectile is the part of the weapon which, after graphically flying through a certain path, calls the [[Warhead]] that does the damage. | ||
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A complete list of flags can be found in the RULES4 file of the [http://www.deezire.net/modules.php?name=Downloads&d_op=getit&lid=4 Red Alert 2 & Yuris Revenge INI Editing Guide] | A complete list of flags can be found in the RULES4 file of the [http://www.deezire.net/modules.php?name=Downloads&d_op=getit&lid=4 Red Alert 2 & Yuris Revenge INI Editing Guide] | ||
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[[Category:General_Editing_Information]] | [[Category:General_Editing_Information]] | ||
[[Category:INI_Flags]] | [[Category:INI_Flags]] |
Revision as of 16:19, 28 April 2005
Flag: | Projectile |
File(s): | rules(md).ini |
Values: | Names of Projectiles |
Special Values: | None |
Default: | None |
As a Flag
In all rules(md).ini based C&Cs, Projectile= determines which Projectile a Weapon should use.
In Red Alert, it is also a valid flag of the [Maximums] section, specifying the maximum amount of projectile types that can exist at the same time. (Note: In that case, the accepted values are probably unsigned integers. Definately not names of projectiles.)
As an Object
A projectile is the part of the weapon which, after graphically flying through a certain path, calls the Warhead that does the damage.
Some basic flags:
Image= the image used for the projectile
Rotates= does the image file have seperate frames for each direction?
ROT= how fast does the projectile adjust it's direction towards the target? 0 indicates a non-homing projectile
SubjectToCliffs= determines if the projectile is blocked by the cliffs on the map.
SubjectToElevation= determines if the projectile is blocked by variation in terrain height on the map (i.e. hills).
SubjectToWalls= determines if the projectile is blocked by walls
Arcing= defines if the projectile travels in a ballistic angle rather than in a straight line. This makes it inaccurate, the degree of which is set by BallisticScatter= in [CombatDamage]
AA= can this projectile be fired at air targets? (defaults to no)
AG= can this projectile be fired at ground targets? (defaults to yes)