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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: yes for InfantryTypes, no for others
Applicable to: TechnoTypes:

AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes



Define whether this techno is an organic being rather than a steel machine.

Notes

Kills this TechnoType when exposed to the ChronoSphere or Iron Curtain, it will use the warhead specified by [CombatDamage]C4Warhead= to cause damage equal to the victim's health points.

  • If this Infantry has Teleporter=yes or Organic=no, it won't die from ChronoSphere.
  • InfantryTypes are hard coded to always die from Iron Curtain regardless of this flag's value. If you want the infantry not to be killed by them, you need to modify the warhead set by [CombatDamage]C4Warhead=, for example, by adding AffectsAllies=no.
    • This can even make the Iron Curtain warhead introduced by Ares effective on infantry.
    • However, for superweapons of Type=IronCurtain, although this can prevent them from dying, they will only leave them with 1 HP.

This can prevent warheads that use IsLocomotor=yes from targeting this techno.

  • This is different from setting a Size larger than Damage, which only affects the impact effect but does not prevent targeting.

If the TechnoType with this flag also has Naval=yes[1] set, it uses the Squid-like behaviour for Parasite instead of Terror Drone-like

  • For example, parasiting an infantry unit will not kill the target instantly, but instead will deal damage specified by the [Weapons]Damage= attribute to the target every 40 frames(It's equivalent to hardcoding the value of [Weapons]ROF=link), 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 [Weapons]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=[2] and [Warhead]Paralyzes= flags to take effect and prohibit attacking land targets (overriding LandTargeting and NavalTargeting).
  • If it is dragged ashore[3] by the target unit, it will be immediately ejected to an adjacent water cell.

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.

With Ares

If used as a vehicle, this vehicle will no longer be considered a vehicle for Carryall logic, meaning it cannot be used a Carryall.

Bugs/Side-Effects/Unexpected Limitations

In Yuri's Revenge version 1.000, when units entangled by a Squid-style parasite are moved by a warhead with IsLocomotor=yes, the parasite is dragged along and gets destroyed upon reaching land.

  • Starting from version 1.001, when units are affected by a warhead with IsLocomotor=yes, the parasite stops its parasitic behavior and becomes an independent unit again.

Footnotes

  1. 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 [Weapons]Anim=(list of animations), just like how the giant squid attacks the Robot Tank in version 1.000 of Yuri's Revenge.
  2. Ares has allowed Culling to operate independently of the above logic since version 3.0.
  3. The reason for the possibility of being dragged ashore can be seen in the notes for Paralyzes#Bugs.

See Also