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Flag: Damage
File(s): Rules(md).ini, Art(md).ini
Values: Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767.

Floating point values: Any decimal number (clearer range should be added in Template:Values). (Limited to: Animations)

Default: 0?
Applicable to: Weapons, Particles, VoxelAnims, Animations

In all cases, this flag specifies how many 'damage points' this weapon/animation/debris/particle delivers. The Verses and other warhead flags can alter this number before it is applied to the affected object(s).

(In RA1, this is only applicable to weapons, since the other applicable objects exist only in TS and later.)


On weapons whose warheads have IsLocomotor=yes, this specifies the maximum Size of the target that this weapon is allowed to affect. Meaning, if such a weapon has Damage=5, it won't be able to affect AircraftTypes and VehicleTypes which have Size exceeding 5.


On animations that don't have Bouncer=yes set, damage is dealt on each frame of the animation using the warhead specified in [CombatDamage]FlameDamage2=. Unlike on other objects, Damage can be specified as a decimal number for such animations. If this value is less than 1, the game keeps track of a damage "counter" that increases by the given amount every time the animation frame is updated. Actual damage, worth of 1 hitpoint, is dealt only when this counter reaches an integer. If the counter is a decimal number when the animation ends, 1 hitpoint of damage is dealt regardless.

Animations that do have Bouncer=yes set deal the specified amount of damage on impact with the ground or an object, in an area specified by DamageRadius, using the specified Warhead.



Suppose this animation is 18 frames long: 18 * 4 loops * 0.04 damage = 2.88 damage in total, which gets rounded up to 3. So, this animation will deal 3 damage using the warhead specified in FlameDamage2.


  • When a weapon has Damage value set to less than 1, no animation from its warhead's AnimList will be played.