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

Armor

From ModEnc
Jump to navigation Jump to search

For Difficulties

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: Armor
File(s): rules(md).ini
Values: Floating point values: Any decimal number (clearer range should be added in Template:Values).
Default: 1.0
Applicable to: Difficulty

Logic related to Armor, as a whole or in part, is obsolete in Red Alert 2 and/or Yuri's Revenge.



Damage dealt to player-owned TechnoTypes is divided by this value when the game difficulty setting corresponds with the Difficulty for which this flag is set.

For Houses

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: Armor
File(s): rules(md).ini
Values: Floating point values: Any decimal number (clearer range should be added in Template:Values).
Default: 1.0
Applicable to: Houses


In Red Alert

This is the multiplier to damage taken by TechnoTypes belonging to this country. Higher values (i.e. greater than 1.0) result in greater damage dealt per shot against TechnoTypes belonging to this country. Lower values (i.e. less than 1.0) result in less damage dealt per shot to TechnoTypes belonging to this country.

In Tiberian Sun

Damage dealt to all TechnoTypes owned by this House is divided by this value.

Country Armor Modifiers in Red Alert 2

Though obsolete in Red Alert 2, several other flags allow for even better control over Country armor modifiers:


For [Powerups]

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: Armor
File(s): rules(md).ini
Values: X,Y,Z,S (For an explanation of this flag's parameters, see [Powerups])
Default: unknown
Applicable to: Powerups


Values for S are Floating point values: Any decimal number (clearer range should be added in Template:Values).


If the unit collecting this powerup crate already has upgraded armor, the crate will give the effect defined by the Money powerup. Otherwise, all units within CrateRadius cells from this powerup crate gain upgraded armor if they haven't already.

In Red Alert

Strength of units with upgraded armor is multiplied by S.

In Tiberian Sun

Damage dealt to units with upgraded armor is multiplied by S. Upgraded units also get an alternate selection box if S is between 0.0 and 1.0.

Fun Fact: The following code is from unmodded Tiberian Sun:

Armor=33,ARMOR,2.0

This means that the armor powerup is actually detrimental, as it causes units to take twice as much damage. A value of 0.5 would yield the intended effect of halving damage received.

In Red Alert 2

Damage dealt to units with upgraded armor is divided by S.


For TechnoTypes

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: Armor
File(s): rules(md).ini
Values: Strings: Normal text. (Limited to: hardcoded values)
Default: none
Applicable to: TechnoTypes:

AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes



For TechnoTypes, this flag specifies the armor class of the object.

Accepted Values

Value Game Availability
none
flak
plate
light
medium
heavy
wood
steel
concrete
special_1
special_2