Difference between revisions of "Explodes"
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# If {{tt|DeathWeapon}} is not specified on the unit then the its [[Primary#Current_Primary_Weapon|current primary weapon]] will be fired instead. | # If {{tt|DeathWeapon}} is not specified on the unit then the its [[Primary#Current_Primary_Weapon|current primary weapon]] will be fired instead. | ||
# If the unit has neither a {{tt|DeathWeapon}} nor a current primary weapon, the default [[DeathWeapon#As_a_concept|death weapon]] specified by {{sl|CombatDamage}}{{arr}}{{tt|[[DeathWeapon#For_.5BCombatDamage.5D|DeathWeapon]]}} will be fired instead. | # If the unit has neither a {{tt|DeathWeapon}} nor a current primary weapon, the default [[DeathWeapon#As_a_concept|death weapon]] specified by {{sl|CombatDamage}}{{arr}}{{tt|[[DeathWeapon#For_.5BCombatDamage.5D|DeathWeapon]]}} will be fired instead. | ||
+ | # If the unit can carry {{tt|Passengers}} any passengers inside will perish. | ||
[[AircraftType]]s are a special case. Even without {{f|Explodes|yes|link}} set, an AircraftType will always fire its Primary weapon at the cell it crashes into. If a secondary weapon is present, it will be fired instead. The secondary weapon is overriden by the DeathWeapon statement. | [[AircraftType]]s are a special case. Even without {{f|Explodes|yes|link}} set, an AircraftType will always fire its Primary weapon at the cell it crashes into. If a secondary weapon is present, it will be fired instead. The secondary weapon is overriden by the DeathWeapon statement. |
Revision as of 15:23, 4 January 2013
Flag: | Explodes |
File(s): | rules(md).ini |
Values: | Boolean values: yes or no, true or false, 1 or 0 |
Default: | false |
Applicable to: | TechnoTypes:
AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes; OverlayTypes |
Contents
For TechnoTypes
In Tiberian Sun and Firestorm
If Explodes=yes is set on a unit, its Primary weapon will be fired once at the cell that the unit occupies when it is destroyed. If the unit does not have Primary set then Explodes=yes will have no effect.
The power of the explosion is proportional to the strength of the destroyed unit. The stronger the unit, the more powerful explosion.
In a special case, if the unit has Storage set to a positive integer, as well as Explodes=yes set, then it will cause an explosion when destroyed with damage proportional to the amount of Tiberium contained inside. A theoretical formula is amount of bails stored * [CombatDamage]→TiberiumExplosionDamage, although this is unconfirmed.
In Red Alert 2 and Yuri's Revenge
If Explodes=yes is set on a unit, a certain weapon will be fired at the cell that the unit occupies when it is destroyed by a warhead with Temporal=no:
- If DeathWeapon is specified on the unit then that weapon will be fired.
- If DeathWeapon is not specified on the unit then the its current primary weapon will be fired instead.
- If the unit has neither a DeathWeapon nor a current primary weapon, the default death weapon specified by [CombatDamage]→DeathWeapon will be fired instead.
- If the unit can carry Passengers any passengers inside will perish.
AircraftTypes are a special case. Even without Explodes=yes set, an AircraftType will always fire its Primary weapon at the cell it crashes into. If a secondary weapon is present, it will be fired instead. The secondary weapon is overriden by the DeathWeapon statement.
For OverlayTypes
This feature was neither used in Tiberian Sun nor Red Alert 2, though the logic is still present. If an OverlayType has Explodes=yes set, then the following will occur in order when the overlay is destroyed:
- The animation specified by [General]→BarrelExplode= will always be displayed.
- There is an 85% chance that one of the VoxelAnims specified by [General]→BarrelDebris= will be randomly selected and spawned.
- There is a 25% chance that the particle specified by [General]→BarrelParticle= will be spawned.
- The damage specified by [CombatDamage]→AmmoCrateDamage=, using the warhead specified by [CombatDamage]→C4Warhead=, will always be dealt to the cell the overlay occupied.