Charges: Difference between revisions
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==In Red Alert== | |||
Any weapons have the tag <b>Charges=yes</b> will receive a lightning effect which is unique to <b>"Tesla coil"</b>. ;This tag should probably be replaced with the [[IsElectricBolt]] for Ra2/YR. | |||
[[File:Charges=yes.png]] | |||
==In Tiberian Sun== | ==In Tiberian Sun== |
Latest revision as of 11:49, 25 July 2024
Flag: | Charges |
File(s): | rules(md).ini |
Values: | Boolean values: yes or no, true or false, 1 or 0 |
Default: | false |
Applicable to: | Weapons |
Logic related to Charges, as a whole or in part, is obsolete in Red Alert 2 and/or Yuri's Revenge. |
In Red Alert
Any weapons have the tag Charges=yes will receive a lightning effect which is unique to "Tesla coil". ;This tag should probably be replaced with the IsElectricBolt for Ra2/YR.
In Tiberian Sun
Can be set to 'yes' or 'no' and specifies whether or not the weapon has 'charge before firing' logic which also instantiated the ability for the weapon to use the IsBigLaser= tag. This is residual from Tiberian Sun and has been replaced by the 'delayed fire' logic in Red Alert 2.
Use on Infantry or Aircraft
Has no effect.
Use on .shp Units (vehicles)
This will make the Unit play its firing animation before firing the weapon. On .vxl units it has no effect.
Use on Structures
The Structure needs to have an appropriate Charging animation defined in its art.ini entry first; if this is not done, the game will crash the moment that the weapon tries to charge and fire. Could be considered a bug, could be considered a "fussy feature".
Hardcoded elements
The charging action, if it occurs (Structures only) will be accompanied by the charging sound clip as well, as defined in the TS globabl settings. In the vanilla TS setting, this means any Structure firing a weapon with Charges=yes will first emit the same humming sound as the Nod Obelisk of Light.