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Explosion

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There are three uses for this flag in rules(md).ini. What those three cases are depends on the game.

On Warheads

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: Explosion
File(s): rules(md).ini
Values: Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767. (Limited to: 0–6)
Default: 0
Applicable to: Warheads


Defines which set of pre-determined explosion animations to use when a warhead of this type impacts.

Notes

The values are explained below:

Value Description
0 No animation
1 A single bullet impact
2 Multiple bullet impacts
3 Fire, napalm
4 Armor-piercing rounds
5 High explosives
6 Nuclear explosion

On 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: Explosion
File(s): rules(md).ini
Values: Comma-separated list of strings. (Limited to: Animations)
Applicable to: TechnoTypes:

AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes



Specifies the list of explosion animations to use when this object is destroyed. The game randomly displays one of them.

Notes

On vehicles there is a special case where if the VehicleType has Explodes or the corresponding veteran or elite ability and units that have not depleted their ammo will consistently use the last item in the list; this also includes those that do not use ammo logic (Ammo=-1, infinite ammo).

On buildings, for every cell that the Foundation occupies, a random animation is selected from a list and played.

For air units that can crash and do not detonate a DeathWeapon (e.g., vehicles with BalloonHover=no and Locomotor=Jumpjet), they will play once when dying and once again when hitting the ground. For vehicles with BalloonHover=yes and Locomotor=Jumpjet, the landing instance is replaced by detonating the weapon specified by DeathWeapon=.

Bugs/Side-Effects/Unexpected Limitations

This does not work on InfantryTypes.

In vanilla, because entities still present on the map can die during the death process due to reasons such as their side being defeated, this situation may additionally play one more time in the middle.

See Also

In [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: Explosion
File(s): rules(md).ini
Values: Comma-separated list of strings.
Default: 5, ,0 from Red Alert to Tiberian Sun;
5, ,no,0 in Red Alert 2 and Yuri's Revenge.
Applicable to: Powerups


Here, the flag is used to control the effect of an exploding bonus crate. It takes a comma-separated list of three parameters that determine the probability, animation, and damage dealt by the explosion, in that order.

See Powerups#Explosion for more information.

Notes

Red Alert 2 and Yuri's Revenge have a fourth parameter which controls whether this type of crate can spawn on water.

See Also