ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.

Arm

From ModEnc
Jump to navigation Jump to search
Tiberian Dawn The Covert Operations Red Alert Counterstrike Aftermath Tiberian Sun Firestorm HyperPatch Red Alert 2 Yuri's Revenge Ares Generals Zero Hour Tiberium Wars Kane's Wrath
Flag:
File(s): rules(md).ini
Values: Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767.
Default: 0
Applicable to: Projectiles


This tag is used to prevent premature detonation of the warhead fuse. There are two aspects to this fuse, one is that a countdown timer is started, during which the projectile won't explode, and the second is a distance test, whereby it will explode at it's closest logical point horizontally.

The effect of this is that an Arm= value too low, can cause a projectile to 'jump' to the target, and value too high can cause it to overshoot without exploding, most common with low-ROT projectiles. A projectile with both high ROT= and high Arm= values, may circle or reverse course to hit the target after the arming delay expires.

There are other quirks to the behaviour, in that the fuse will go off early if the target is moving away from the firer, when the calculation is that the distance between the projectile and target has grown relative to expectation.

Bugs/Side-Effects/Unexpected Limitations

Fast moving aircraft can 'run into' their own projectiles, when the projectile isn't able to signicantly outpace the firer, thus damaging the aircraft. Adding a reasonable Arm= value can prevent this. Vertically dropped projectiles from slow moving airborne units can also suffer from this effect, it is why the Kirov's bombs have an arming delay set.

See Also

LKO demonstrates differences in Arm values: http://www.ppmsite.com/forum/viewtopic.php?p=495153#495153