MissileSpawn
| Flag: | MissileSpawn |
| File(s): | rules(md).ini |
| Values: | Boolean values: yes or no, true or false, 1 or 0 |
| Default: | no |
| Applicable to: | TechnoTypes:
AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes |
Define whether this techno is a spawned missile or its launcher.
Notes
- On Spawned Missile
If set to yes, this means that the kills scored by the spawned object count towards the veterancy of the spawning object and immune to the death of the object that spawned it.
- For example, the V3 Launcher can become Veteran or Elite by the kills done by the V3 Rockets it spawns. Even if the V3 Launcher is destroyed, the V3 Rocket will not die synchronously like Hornet does when the Aircraft Carrier that created it is destroyed.
Another apparent function is that no more instances of an object with MissileSpawn=yes are spawned once the spawning object is no longer itself attacking. Correspondingly, if the spawnees have not all left the launcher, then the launcher unit will not be able to obtain cursors such as Move[1] and AttackOutOfRange[2].
- For example, an Aircraft Carrier will spawn fighters at a target even when having been ordered to move, as long as the target is within range, opposed to the V3 Launcher, which stops spawning when moving.
- On Missile Launcher
If set to yes, it means this is the creator of the spawned missile, then the creation interval will be 9 frames instead of 20 frames."
Bugs/Side-Effects/Unexpected Limitations
Phobos broke something when extending Spawn Interval, so it can only be changed through the new flag. If a mother ship / launcher uses MissileSpawn=yes, it will cause a Fatal Error during fire.
References
Starting from Phobos Build#34, the creation interval of spawnee can be freely defined through the newly introduced flag Spawner.DelayFrames. Refer to Phobos documentation.