ShipSinkingWeight
| Flag: | ShipSinkingWeight |
| File(s): | rules(md).ini |
| Values: | Floating point values: Any decimal number (clearer range should be added in Template:Values). |
| Default: | 3 |
| Applicable to: | General |
Specify the weight threshold required for a ship to appear as sunk rather than directly exploding when destroyed.
Notes
In fact, there are some implicit additional conditions, and the specific judgment rules are: When a unit with Naval=yes, Underwater=no, Organic=no and Locomotor=Drive/Ship is destroyed in a Water-type cell, and its Weight= exceeds there value,
Sunk units will fixedly move at a speed of 5 leptons per frame until they reach a downward height of 400 leptons, then are removed, and during this process, continuously play the animation set by [General]→Wake=.
If sunk, SinkingSound will override DieSound playback.
Bugs/Side-Effects/Unexpected Limitations
Ships destroyed by the Squid-like Parasite[1] always sink instead of exploding.
- For dehardcode related information, See #References.
The trigger for the sinking behavior does not check altitude, which means that even units lifted into the air by a Magnetron will, if destroyed and conditions are met, perform the sinking at their current altitude.
- This bug has been fixed in Phobos Build#49.
Footnotes
- ↑ See Organic#Notes.
References
Starting from Phobos Build#47, whether a unit can sink and the sinking speed can be set using dedicated flags respectively. For the Squid-like Parasite's hardcoded sinking behavior, it can also be disabled by using the newly added Sinkable.SquidGrab=false to make it follow the regular rules. Refer to Phobos documentation.