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NukeWarhead

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Flag: NukeWarhead
File(s): rules(md).ini
Values: Strings: Normal text. (Limited to: Warhead)
Default: 0
Applicable to: SpecialWeapons

Logic related to NukeWarhead, as a whole or in part, is obsolete in Tiberian Sun, Red Alert 2 and/or Yuri's Revenge.



Specify the warhead for the nuclear missile detonation.

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.

Automatic List Inclusion

Warhead used as values for this flag are automatically listed under the internal [Warheads] array. However no harm can be done by listing them manually.

See Also