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ShipSinkingWeight

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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.

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

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.

See Also