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BunkerWeaponRangeBonus

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Flag: BunkerWeaponRangeBonus
File(s): rules(md).ini
Values: Floating point values: Any decimal number (clearer range should be added in Template:Values).
Default: 2
Applicable to: CombatDamage


Defines a global bonus to the weapons' Range when they are fired from inside Tank Bunkers.

Unlike the OccupyWeaponRange flag, this is a bonus because there are no other shooters to worry about.

Notes

This only changes the weapon's range, and does not affect the active acquisition range.

  • However, if a unit enters a bunker, its acquisition range will use the original range of the longest among all current weapons[1] plus the increment set by AirRangeBonus[2], and then take the smaller value between that and the used weapon's range plus BunkerWeaponRangeBonus.
  • For example: with BunkerWeaponRangeBonus=2, a unit in a bunker with primary weapon Range=4, secondary weapon Range=5, and AirRangeBonus=1, when using the primary weapon to attack a target, actually uses 6 as the acquisition range, which also exactly matches the actual range. But even if AirRangeBonus and/or the secondary weapon's Range continue to increase, since the primary weapon's Range + BunkerWeaponRangeBonus = 4 + 2 = 6, it will ultimately be limited to a range of 6 cells.

Footnotes

  1. For an IFV, there is only one current primary weapon.
  2. Since AirRangeBonus can be set to negative and still participate in the calculation, it is useful for adjusting the range after the unit enters the bunker.

See Also