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Splits: Difference between revisions
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Millefeuille (talk | contribs) No edit summary |
Note about Splits and SWs |
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Defines whether the projectile splits into separate clusters. When this projectile detonates, it creates as many new {{f|AirburstWeapon|link}} projectiles as defined by {{f|Cluster|link}}. | Defines whether the projectile splits into separate clusters. When this projectile detonates, it creates as many new {{f|AirburstWeapon|link}} projectiles as defined by {{f|Cluster|link}}. | ||
{{f|RetargetAccuracy|link}} controls whether the split projectiles continue to aim for the original target or select a new target randomly. | {{f|RetargetAccuracy|link}} controls whether the split projectiles continue to aim for the original target or select a new target randomly within an area near the original target. However, if the weapon is fired by a [[SuperWeaponTypes|super weapon]], any inaccurate clusters will fly down and detonate near where they split, instead of near the target selected by the player. | ||
The speed for the new projectiles is hardcoded to about 19. The {{f|AirburstWeapon}}s {{f|Damage}} is always multiplied by 10. | The speed for the new projectiles is hardcoded to about 19. The {{f|AirburstWeapon}}s {{f|Damage}} is always multiplied by 10. |
Latest revision as of 19:19, 2 October 2024
Flag: | Splits |
File(s): | rules(md).ini |
Values: | Boolean values: yes or no, true or false, 1 or 0 |
Default: | false |
Applicable to: | Projectiles |
Defines whether the projectile splits into separate clusters. When this projectile detonates, it creates as many new AirburstWeapon projectiles as defined by Cluster.
RetargetAccuracy controls whether the split projectiles continue to aim for the original target or select a new target randomly within an area near the original target. However, if the weapon is fired by a super weapon, any inaccurate clusters will fly down and detonate near where they split, instead of near the target selected by the player.
The speed for the new projectiles is hardcoded to about 19. The AirburstWeapons Damage is always multiplied by 10.