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.
See Also
- Nuke.Payload (Ares Only)