Suicide
In TeamTypes
| Flag: | Suicide |
| File(s): | ai(md).ini, maps |
| Values: | Boolean values: yes or no, true or false, 1 or 0 |
| Applicable to: | TeamTypes |
Suicide=yes in a TeamType influences the response to an attack. Depending on the script action being executed, its effect differs. It can be set to yes/no. Check Aggressive for details.
In Weapons
| Flag: | Suicide |
| File(s): | rules(md).ini |
| Values: | Boolean values: yes or no, true or false, 1 or 0 |
| Applicable to: | Weapons |
In Tiberian Sun
In Red Alert 2
Causes the unit firing this weapon to die immediately instead of actually invoking the normal effects of the weapon. The weapon itself is not actually used, and corresponding firing animations, etc., are not created.
If the unit does not have Explodes=yes set, and if the unit's Primary/IFV currently used weapon has Suicide=yes set, then it will still trigger the death weapon[1].
In other words, if a unit with Explodes=no uses a secondary weapon with Suicide=yes to commit suicide, and the primary weapon does not have this setting, then it only self-destructs without triggering the death weapon.
Notes
An object that is destroyed by firing a weapon with Suicide=yes will not leave any survivors even if Crewed=yes.
When Suicide destroys firing technos and/or technos in the team, it will use the warhead specified by [CombatDamage]→C4Warhead= to cause damage equal to the victim's health points.
Bugs/Side-Effects/Unexpected Limitations
If AircraftType destroys itself by means including this flag, it will cause EIP#00417D05.
- This bug has been fixed in Ares 3.0.
Footnotes
- ↑ Used on the Demo Truck and Crazy Ivan/Terrorist IFVs.