ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.

NukeMaker

From ModEnc
Jump to navigation Jump to search
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: 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.

See Also