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

NukeProjectile

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: NukeProjectile
File(s): rules(md).ini
Values: Strings: Normal text. (Limited to: Projectile)
Default: 0
Applicable to: SpecialWeapons

Logic related to NukeProjectile, as a whole or in part, is obsolete in Tiberian Sun, Red Alert 2 and/or Yuri's Revenge.



Specify the projectile for the nuclear missile when launching from the silo.

Notes

Although this more resembles the operational method inherited from Red Alert, this flag was indeed added from Tiberian Sun. Westwood probably wanted to create a nuclear missile for Nod that rises vertically and then falls vertically (with no visible horizontal flight path, which could make them appear far above the ground). However, the final implementation was that when a SuperWeaponType with Type=MultiMissile or Type=ChemMissile is released, the BuildingType with NukeSilo=yes launches the weapon defined by the Superweapon's WeaponType. It wasn't until Red Alert 2 that the desired visual effect was achieved through two new flags: the Vertical=yes on the projectile, which causes the weapon specified by WeaponType to ascend straight up after launch from the silo, and the NukeMaker=yes on its warhead, which upon its detonation creates the [NukePayload] weapon directly above the target to fall vertically and detonate; the warhead used is the warhead of that weapon.


See Also