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Organic

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Flag: Organic
File(s): rules(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: true on InfantryTypes, false on others
Applicable to: TechnoTypes:

AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes



  • Kills this TechnoType when exposed to the ChronoSphere or Iron Curtaining, uses [CombatDamage]C4Warhead= and Strength for Damage.
  • If you want the infantry not to be killed by them, you need to modify C4Warhead, like AffectsAllies=no.
    • This can even make Ares' Iron Curtain Warhead effective for InfantryType.
      • But for an Iron Curtaion type SuperWeapon, although your InfantryType will not die, its HP will be deducted to only 1.
  • Prevents this TechnoType from being a valid target for weapons with IsLocomotor=yes warheads.
    • (Due to engine limitations If talking about the truth Dolphin and Giant Squid are SHP vehicles.
    • Which would be very funny. If it is transported onto land by a tagged weapon IsLocomotor=yes on the warhead).
  • If the TechnoType with this flag also has Naval=yes set, it uses the Squid-like behaviour for Parasite instead of Terror Drone-like.(
    • Squid-like behaviour for Parasite:
      • For example, parasiting an infantry unit will not kill the target instantly, but instead will deal damage specified by the [Weapon] ► Damage attribute to the target every 40 frames(It's equivalent to hardcoding the value of [Weapon] ► ROF), and will force the selection of an effect animation from the list specified by [CombatDamage] ► SplashList= when attacking.
      • At the same time, it also disables the animations in the [Weapon] ► Anim= list. It uses an Animation object named [SQDG] for the firing and entangling effects, as well as the shaking effect when entangled. The frame sequence is hardcoded to correspond with specific behaviors, and the rules for the frame sequence can be found at here.
      • Additionally, this will enable the [Warhead] ► Culling= line to take effect and prohibit attacking land targets (overriding LandTargeting and NavalTargeting).
      • If the infantry unit is dragged ashore by this effect, it will be immediately ejected to an adjacent water cell
        • (the reason for the possibility of being dragged ashore can be seen in the notes for [Warhead] ► Paralyzes).
    • Before version 1.001 of Yuri's Revenge, the target also needed to have the setting Naval=yes; otherwise, it would normally use the animations set in [Weapon] ► Anim=(list of animations), just like how the giant squid attacks the Robot Tank in version 1.000 of Yuri's Revenge.
  • If another TechnoType targeting this object has NavalTargeting=3(ORGANIC_SECONDARY) and this object is in the water, makes the attacker use the Secondary weapon for attacking it.
  • A TechnoType with this flag set and both Underwater=yes and SelfHealing=yes set uses its GuardRange instead of the larger of its two first weapons' Ranges for scanning for targets.
  • Makes this VehicleType be affected by the Tech Hospital's Auto-Heal instead of Tech Machine Shop's Auto-Repair.
    • Applies the Infantry styled Auto-Heal pip (red cross) to this VehicleType if possible.
  • If used as a vehicle, this vehicle will no longer be considered a vehicle for Carryall logic, meaning it cannot be used a Carryall, just like NonVehicle.

See also

Culling

  • Ares has allowed Culling to operate independently of the above logic since version 3.0.

Parasite

Naval

NavalTargeting

LandTargeting

SplashList

Paralyzes


C4Warhead

Teleporter


Carryall

NonVehicle