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BridgeStrength: Difference between revisions

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Rewrite
Crimsonum (talk | contribs)
It's a bit randomized.
 
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|name={{PAGENAME}}
|name={{PAGENAME}}
|files={{Categ|Rules(md).ini}}
|files={{Categ|Rules(md).ini}}
|values=unsigned integers
|values={{Values|signed integers}}
|special=None
|default=0 ?
|default=0 ?
|types={{Categ|CombatDamage}}
|types={{Categ|CombatDamage}}
|games=[[TS]], [[RA2]], [[YR]]
|ts=yes
|fs=yes
|ets=yes
|ra2=yes
|yr=yes
|rp=yes
}}
}}


Bridge tiles are assumed to have {{TTL|Armor|none}} and this much {{TTL|Strength}} for damage calculation purposes, i.e. after taking this much damage, they will explode.
Bridge [[TileSets|tiles]] and [[OverlayTypes|overlay]] are assumed to have {{f|Armor|none|link}} and this much {{f|Strength|link}} for damage calculation purposes. Each bridge segment has a chance of collapsing after receiving damage, calculated as follows:
 
([[Damage]] vs. [[verses|heavy]] armor / BridgeStrength) × 100%
 
Furthermore, only damage from warheads with {{f|Wall|yes|link}} is taken into consideration.
 
== See Also ==
* [[DestroyableBridges]]

Latest revision as of 21:30, 7 June 2024

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: BridgeStrength
File(s): Rules(md).ini
Values: Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767.
Default: 0 ?
Applicable to: CombatDamage


Bridge tiles and overlay are assumed to have Armor=none and this much Strength for damage calculation purposes. Each bridge segment has a chance of collapsing after receiving damage, calculated as follows:

(Damage vs. heavy armor / BridgeStrength) × 100%

Furthermore, only damage from warheads with Wall=yes is taken into consideration.

See Also