ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.

Vertical

From ModEnc
Jump to navigation Jump to search
Tiberian Dawn The Covert Operations Red Alert Counterstrike Aftermath Tiberian Sun Firestorm HyperPatch Red Alert 2 Yuri's Revenge Ares Generals Zero Hour Tiberium Wars Kane's Wrath
Flag: Vertical
File(s): rules(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: no
Applicable to: Projectile


Is this a projectile that flies in a straight line?

It will immediately detonate when its own altitude exceeds the DetonationAltitude.

Notes

Typically this is a ray fired from the firing position in a specific direction. If it fails to hit the target, it will continue flying until stopped by terrain. However, if the projectile also has Ranged=yes, then within the ProjectileRange allowed, it will form a finite line segment from the firing point to the target point, even if the target unit has already left the original target location, refer to this post.

  • If the weapon is launched by an AircraftTypes, it will have a "solid impact" effect, not just for the terrain collisional, it will detonate upon encountering the first enemy-owned object (for buildings, an additional SubjectToBuildings=yes is required) in its flight path.
    • This characteristic combined with Spawns serves as a method to simulate the Ultra-Torpedo in RA3, as detailed here.

When using Voxel graphics

If the elevation difference is greater than the horizontal distance, it will move vertically according to the relative up/down direction (e.g., will fly vertically upward after being launched from a missile silo), otherwise it will fly horizontally

When using Shape graphics

The projectile will travel along a straight line from the firing point to the target point, not necessarily in vertical or horizontal directions. However, if flying horizontally and failing to collide with the target due to various reasons, it will continue horizontal flight.

Destination Transfer

When vehicles and aircraft using this type of projectile have BalloonHover=yes and the attack target has Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5} (Jumpjet), the firer will proceed to the target's movement destination.

  • Depending on the firer's Locomotor value, there will be different behaviors:
Locomotor behavior
Jumpjet Always effective, instantly refreshed
Drive/Ship/Tunnel (burrowing) Move to the target unit's destination and will recheck whether the target has a new destination to update its own destination when the firer arrives
Hover/Walk/Mech/Teleport/Fly/Tunnel (ground) Move to the target unit's destination and only trigger once; the firer will only retain the attack target but will not pursue even if the target unit changes its movement destination and moves out of range during this period

Bugs/Side-Effects/Unexpected Limitations

When combined with a positive ROT, it take precedence over Vertical, turning the projectile into an ordinary homing projectile.

When combined with Arcing, unforseen projectile and weapon behaviour results - the projectile will be invisible, no damage will be dealt and the weapon will be unable to fire after a few shots.

References

Starting from Phobos Build#48, some properties of this type of projectile have been changed. If you want to re-enable them, refer to the Phobos documentation - Migrating.

See Also

Interestingly, this shares many similarities with how a Level behaves when not influenced by a cell's land type.