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DirectRocker

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Flag: DirectRocker
File(s): rules(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: no
Applicable to: Warheads


Specify that when this warhead acts on a VehicleType, it does not cause damage but attempts to flip it over.

Notes

This logic only takes effect when directly targeting a vehicle.

  • As long as the target is a vehicle, the projectile will affect it upon detonation regardless of where it explodes, similarly to Temporal.

Just like the regular Rocker=yes, the force of the flip is determined by the Damage= value on the weapon.

Vehicles equipped with this warhead can only initiate one attack.

  • The vehicle(s) with Pushy=yes among the attacking vehicle and the target vehicle (or both, if both have it) will be unable to perform any attack actions thereafter, until one is destroyed or performs an action like DeploysInto that removes itself from the field, although the cursor will still display normally.
  • The vehicle(s) without Pushy=yes among the attacking vehicle and the target vehicle (or both, if both have it) will also be incapable of movement actions because the cursor over open ground will always display as Default and over objects as NoMove, making it impossible for them to even attempt such actions.

Should this single attack fail to overturn the target vehicle, both parties will remain in this immobilized state until external forces destroy one of them.

  • DeeZire used this feature to simulate EMP Tanks in Yuri's Revenge.
  • Although infantry is not restricted to firing only once, unless a Stop command is manually issued, during the duration when the effect is active, the cursor on open ground will display as NoMove, meaning it cannot move.

Since this is a persistent effect that begins for the firer upon firing and for the target vehicle upon being hit, FireOnce will not interrupt it. Even for infantry—who can fire continuously rather than just once—this only manifests as a cessation of firing. The flip effect will continue and stack at intervals based on the weapon's ROF, as if the weapon were still firing.

Such a warhead can even flip over vehicles with Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5} (Jumpjet) and Voxel resource files, but without Phobos' fix, it won't have a visual representation due to the locomotor's own limitations.

Bugs/Side-Effects/Unexpected Limitations

This will disable the effects of ShrapnelWeapon and NukeMaker creating subweapons.