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DeathWeapon

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As a concept

When some units are destroyed they explode, potentially damaging surrounding objects. This effect is achieved in-game by setting Explodes=yes on the unit - this tells the game to fire a weapon at the cell previously occupied by the destroyed unit. See the flags below for how that 'death weapon' is determined.


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: DeathWeapon
File(s): rules(md).ini
Values: Strings: Normal text. (Limited to: Weapons)
Default: none for [CombatDamage],

First is the current primary weapon; if it does not exist, then use [CombatDamage]DeathWeapon for TechnoType.

Applicable to: CombatDamage, TechnoTypes:

AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes



Specifies the death weapon to use when a unit with Explodes=yes set is destroyed.

DeathWeapon on the unit overrides any other method for determing the death weapon to use.

Notes

The following information has not yet been verified. If you can contribute, please do so.

Firing a DeathWeapon will prevent the animations listed in an object's Explosion statement being played when that object is destroyed. However, if Explodes=yes has been set, but no DeathWeapon statement is present, the animations will be played normally.

See Also