AirburstWeapon
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Flag: | AirburstWeapon |
File(s): | rules(md).ini |
Values: | Strings: Normal text. (Limited to: Weapons) |
Applicable to: | Projectiles |
If set, this projectile will fly over its target and detonate, firing 9[1] of these weapons down on and around the target. To work properly, the projectile also needs Airburst=yes.
If the cluster projectiles are of homing type, they will spread in a 7x7 (in cells) square around the target. Otherwise[2], they will cover a smaller 3x3 area centered on the target. In addition, the speed of homing cluster projectiles is hardcoded to approximately 19.
Notes
Like with ShrapnelWeapon, the weapon referenced here must be attached to some (potentially dummy) TechnoType, so that the game loads it at startup. Failure to do so will result in Internal Errors when this weapon is supposed to fire.
Since this causes the sub-projectile to detonate mid-air(Visually close to the ground, but actually not), CellSpread applies spherical calculations instead of circular ones.
If a projectile weapon has Vertical=yes, it will always hit directly below rather than 3x3 area, even with AroundTarget=yes (Ares Only), regardless of whether it uses Voxel graphics or Shape graphics. Additionally, the projectile's orientation will be randomly selected from horizontal directions.
Footnotes
- ↑ or the amount defined in Cluster if this projectile also has Splits=yes
- ↑ In Red Alert 2 the logic has been changed and it always bursts into nine clusters covering an area of 3 by 3 cells.
See Also
- Airburst
- Cluster
- Splits
- AirburstSpread (Ares Only)
- AroundTarget (Ares Only)