Airburst
| Flag: | Airburst |
| File(s): | Rules(md).ini |
| Values: | boolean |
| Default: | no |
| Applicable to: | Projectiles |
If set, the projectile will detonate above its target and fire off its attached AirburstWeapon at the target.
Using Airburst=yes forces the projectile of homing type to also fly in the VeryHigh=yes pattern and height, regardless of the setting of the VeryHigh tag on the projectile.
In Tiberian Sun
If a projectile has Airburst=yes, an AirburstWeapon and Cluster, the Cluster stat determines the amount of AirburstWeapon instances to spawn.
The cluster projectile will randomly spread in a 7x7 (in cells) square around the target for impact and detonation.
In Firestorm
Airburst and Splits exhibit a high degree of correlation.
When a projectile has Airburst=yes, its default value is Splits=no.
When a projectile has Airburst=yes, its default value is Splits=yes.
Airburst only determines the VeryHigh trajectory of the projectile, and can no longer make it randomly hit the cells around the airburst point.
In Red Alert 2 To Yuri's Revenge
If a projectile has Airburst on a projectile will cause it to ignore its Cluster setting.
Notes
- In Red Alert2 to Yuri's Revenge, because VeryHigh only applies to homing projectiles however, it is possible to force the use of AirburstWeapons on projectiles that detonate on the ground, by using Arcing or Inviso projectiles. However, doing so will only cause the AirburstWeapons to detonate in the exact same spot as the carrying projectile, instead of spreading them around the impact. But In Tiberian Sun to FireStorm, these projectiles have a probability of spawning cluster projectiles normally.
- Setting an AirburstWeapon without setting Airburst=yes has no effect at all.
- Since this causes the projectile to detonate mid-air, CellSpread applies spherical calculations instead of circular ones.
See Also
- Splits
- AirburstSpread (Ares Only)
- DamageAirThreshold (Ares Only)