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Determines whether or not this is a 'chaos' warhead - if set to <tt>yes</tt>, units affected by this warhead will go berserk for a number of frames specified by the {{TTL|Damage}} of the weapon that invoked this warhead. {{TTL|Verses}} and armor multipliers are taken into account and will affect this.
Determines whether or not this is a 'chaos' warhead - if set to <tt>yes</tt>, units affected by this warhead will go berserk for a number of frames specified by the {{f|Damage|link}} of the weapon that invoked this warhead. {{f|Verses|link}} and armor multipliers are taken into account and will affect this.<br>
Negative damage, such as <b><font style="color:red">-600</font></b>, reduces the amount of time the unit is affected by the crazy effect <b>(Removes the crazy effect)</b>.


Berserk units ignore any orders and will start attacking nearby units, treating friendly units as if they were enemies in its threat scan (unless {{TTL|BerserkFriendly|yes}} is set on the berserk unit).
Berserk units ignore any orders and will start attacking nearby units, treating friendly units as if they were enemies in its threat scan (unless {{f|BerserkFriendly|yes|link}} is set on the target unit or building).


Berserk units are tinted using a color from the [{{TTL|ColorAdd}}] section determined by the index specified by [{{TTL|AudioVisual}}]{{arr|r}}{{TTL|BerserkColor}}.
Berserk units are tinted using a color from the {{Sl|ColorAdd}} section determined by the index specified by {{Sl|AudioVisual|BerserkColor}}.


Units with {{TTL|ImmuneToPsionics|yes}} set are immune to the effects of {{TTL|Psychedelic|yes}} warheads.<br>
Units with {{f|ImmuneToPsionics|yes|link}} set are immune to the effects of {{f|Psychedelic|yes|link}} warheads.<br>
Units that are owned by the same player as the unit that fired a weapon with a {{TTL|Psychedelic|yes}} warhead will not be affected by that warhead.
Units that are owned by the same player as the unit that fired a weapon with a {{f|Psychedelic|yes|link}} warhead will not be affected by that warhead.


{{Bugs}}*Unlike human players, the AI can still issue orders to berserk units so sometimes such units may not appear to be berserk despite having been hit by a {{TTL|Psychedelic|yes}} warhead and having a tinted appearance. This is most noticeable in non-[[ShortGame|short games]] when an AI player sells up and makes their 'last ditch' attempt to attack their enemy.
{{Bugs}}
*[[AircraftTypes]] can be affected by {{TTL|Psychedelic|yes}} warheads [if a chaos weapon capable of hitting aircraft were added to the game] but berserk aircraft are not tinted.
*Unlike human players, the AI can still issue orders to berserk units so sometimes such units may not appear to be berserk despite having been hit by a {{f|Psychedelic|yes|link}} warhead and having a tinted appearance. This is most noticeable in non-[[ShortGame|short games]] when an AI player sells up and makes their 'last ditch' attempt to attack their enemy.
*[[AircraftTypes]] can be affected by {{f|Psychedelic|yes|link}} warheads [if a chaos weapon capable of hitting aircraft were added to the game] but berserk aircraft are not tinted.
*Through my experimentation, it was discovered that <b>Psychedelic=yes</b> can affect your allies or units <b>(Can add tags {{f|AffectsAllies|no|link}} to prevent this)</b>.<br>
*Sometimes [[TechnoTypes]] that just came out of the barracks or garage. When affected by this tag It will still be possible to move to your designated destination if the [[TechnoTypes]] is unarmed.<br>[[File:Psychedelic Glitch -1.png]]<br>
*[[VehicleTypes]] SHP will not display any colors. When receiving the effect from this tag.

Revision as of 10:14, 10 October 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: Psychedelic
File(s): rules(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: no
Applicable to: Warheads


Determines whether or not this is a 'chaos' warhead - if set to yes, units affected by this warhead will go berserk for a number of frames specified by the Damage of the weapon that invoked this warhead. Verses and armor multipliers are taken into account and will affect this.
Negative damage, such as -600, reduces the amount of time the unit is affected by the crazy effect (Removes the crazy effect).

Berserk units ignore any orders and will start attacking nearby units, treating friendly units as if they were enemies in its threat scan (unless BerserkFriendly=yes is set on the target unit or building).

Berserk units are tinted using a color from the [ColorAdd] section determined by the index specified by [AudioVisual]BerserkColor=.

Units with ImmuneToPsionics=yes set are immune to the effects of Psychedelic=yes warheads.
Units that are owned by the same player as the unit that fired a weapon with a Psychedelic=yes warhead will not be affected by that warhead.

Bugs/Side-Effects/Unexpected Limitations

  • Unlike human players, the AI can still issue orders to berserk units so sometimes such units may not appear to be berserk despite having been hit by a Psychedelic=yes warhead and having a tinted appearance. This is most noticeable in non-short games when an AI player sells up and makes their 'last ditch' attempt to attack their enemy.
  • AircraftTypes can be affected by Psychedelic=yes warheads [if a chaos weapon capable of hitting aircraft were added to the game] but berserk aircraft are not tinted.
  • Through my experimentation, it was discovered that Psychedelic=yes can affect your allies or units (Can add tags AffectsAllies=no to prevent this).
  • Sometimes TechnoTypes that just came out of the barracks or garage. When affected by this tag It will still be possible to move to your designated destination if the TechnoTypes is unarmed.

  • VehicleTypes SHP will not display any colors. When receiving the effect from this tag.