NukeMaker
| Flag: | NukeMaker |
| File(s): | rules(md).ini |
| Values: | Boolean values: yes or no, true or false, 1 or 0 |
| Default: | no |
| Applicable to: | Warheads |
Is this warhead used to create a nuclear missile?
This is used for the warhead [NukeMaker] of the [NukeCarrier] weapon in Red Alert 2. After being launched from the NukeSilo building [NAMISL], it vertically ascends to the height set by the DetonationAltitude of its projectile [GiantNukeUp], then detonates and creates a vertically descending nuclear missile [NukePayload] in the cell where the superweapon was released, to actually inflict damage.
Notes
When a weapon using this warhead detonates, it causes a fixed-named weapon [NukePayload] to begin falling from the DetonationAltitude height of the original weapon's projectile above the target cell.
- If the projectile of [NukePayload] has Vertical=yes, and the original weapon's DetonationAltitude is greater than the DetonationAltitude of [NukePayload]'s projectile, this will cause [NukePayload] to detonate immediately after being created.
Bugs/Side-Effects/Unexpected Limitations
If a weapon uses a warhead with NukeMaker=yes, then the ShrapnelWeapon in its projectile cannot be triggered.
Weapons that use warheads with NukeMaker=yes cannot be a sub-weapon[1] created by another weapon via ShrapnelWeapon, otherwise it will trigger EIP#0046B459.
- This bug has been fixed in Ares 0.5.
Weapons that use warheads with NukeMaker=yes cannot be a sub-weapon created by another weapon via AirburstWeapon, otherwise it will trigger ↑EIP#0046B459.
- This bug has been fixed in Phobos Build#45.
Footnotes
- ↑ such as ShrapnelWeapon, AirburstWeapon, etc.
See Also
- Nuke.Payload (Ares Only)