Projectile: Difference between revisions
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==As a Flag== | |||
=== On Weapons === | |||
{{Flag | |||
|values={{Values|strings|Projectiles}} | |||
|types={{Categ|Weapon|Weapons}} | |||
|ra=yes | |||
|cs=yes | |||
|am=yes | |||
|ts=yes | |||
|fs=yes | |||
|ets=yes | |||
|ra2=yes | |||
|yr=yes | |||
|rp=yes | |||
}} | |||
In all {{Ini|Rules}} based C&Cs, <tt>Projectile=</tt> determines which Projectile {{sup|[[#As_an_Object|{{arr|d}}]]}} a [[weapon]] should use. | |||
=== In {{Sl|Maximums}} === | |||
{{Flag | |||
|name={{PAGENAME}} | |||
|values={{Values|unsigned integers}} | |||
|types={{Categ|Maximums}} | |||
|ra=yes | |||
|cs=yes | |||
|am=yes | |||
}} | |||
In [[Red Alert]], it is also a valid flag of the [{{f|Maximums|link}}] section, specifying the maximum amount of projectile types that can exist at the same time. | |||
==As an Object== | |||
A projectile is the part of the weapon which, after graphically flying through a certain path, calls the [[Warhead]] that does the damage. | |||
Note: While there is no [Projectiles] list in the rules, the game does construct one internally from the projectiles refered to by active weapons. You might find references to this list in the more technical parts of the documentation. | |||
<!-- See [[:Category: Projectile Flags]] for a list of flags applicable to Projectiles. --> | |||
== Applicable INI Flags == | |||
{{Applicable INI Flags}} | |||
SubjectToWalls | {{:AbstractTypes}} | ||
{{:ObjectTypes}} <!-- not a mistake, projectiles indeed do derive from them unlike weapons/warheads --> | |||
<onlyinclude> | |||
{{Applicable INI Flags Header|ProjectileType}} | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|Arm|link}} || int || 0 || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|ROT|link}} || int || 0 || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|CourseLockDuration|link}} || int || 0 || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|Elasticity|link}} || float || 1.8125 || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|Acceleration|link}} || float || 3 || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|Color|link}} || Color || 0 || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|Arcing|link}} || boolean || 0 || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|Floater|link}} || boolean || 0 || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|SubjectToCliffs|link}} || boolean || 0 || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|SubjectToElevation|link}} || boolean || 0 || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|SubjectToWalls|link}} || boolean || 0 || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|VeryHigh|link}} || boolean || 0 || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|Shadow|link}} || boolean || 1 || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|Dropping|link}} || boolean || 0 || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|Level|link}} || boolean || 0 || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|Inviso|link}} || boolean || 0 || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|Proximity|link}} || boolean || 0 || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|Ranged|link}} || boolean || 0 || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|Inaccurate|link}} || boolean || 0 || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|FlakScatter|link}} || boolean || 0 || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|AA|link}} || boolean || 0 || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|AG|link}} || boolean || 1 || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|Degenerates|link}} || boolean || 0 || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|Bouncy|link}} || boolean || 0 || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|Airburst|link}} || int || 0 || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|Cluster|link}} || boolean || 1 || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|Scalable|link}} || boolean || 0 || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|Image|link}} || string || "" || | |||
|- | |||
| {{Ini|Art}} || Object's Image || {{f|Trailer|link}} || Animation * || 0 || + || | |||
|- | |||
| {{Ini|Art}} || Object's Image || {{f|SpawnDelay|link}} || int || 0 || | |||
|- | |||
| {{Ini|Art}} || Object's Image || {{f|Rotates|link}} || boolean || 1 || | |||
|- | |||
| {{Ini|Art}} || Object's Image || {{f|Flat|link}} || boolean || 0 || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|AirburstWeapon|link}} || WeaponType * || 0 || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|ShrapnelWeapon|link}} || WeaponType * || 0 || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|ShrapnelCount|link}} || int || 0 || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|DetonationAltitude|link}} || int || 0 || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|Vertical|link}} || boolean || 0 || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|FirersPalette|link}} || boolean || 0 || | |||
|- | |||
| {{Ini|Art}} || Object's Image || {{f|AnimLow|link}} || int || 0 || | |||
|- | |||
| {{Ini|Art}} || Object's Image || {{f|AnimHigh|link}} || int || 0 || | |||
|- | |||
| {{Ini|Art}} || Object's Image || {{f|AnimRate|link}} || int || 0 || | |||
|- | |||
| {{Ini|Art}} || Object's Image || {{f|AnimPalette|link}} || boolean || 0 || | |||
|} | |||
</onlyinclude> | |||
[[Category:General_Editing_Information]] | |||
{{WeaponsRelated}} | |||
Latest revision as of 12:04, 22 October 2024
As a Flag
On Weapons
Flag: | Projectile |
File(s): | rules(md).ini |
Values: | Strings: Normal text. (Limited to: Projectiles) |
Applicable to: | Weapons |
In all Rules(md).ini based C&Cs, Projectile= determines which Projectile ↓ a weapon should use.
In [Maximums]
Flag: | Projectile |
File(s): | rules(md).ini |
Values: | Unsigned integers: All non-negative whole numbers from 0 to either 32767, 2147483647 or 4294967295. |
Applicable to: | Maximums |
In Red Alert, it is also a valid flag of the [Maximums] section, specifying the maximum amount of projectile types that can exist at the same time.
As an Object
A projectile is the part of the weapon which, after graphically flying through a certain path, calls the Warhead that does the damage.
Note: While there is no [Projectiles] list in the rules, the game does construct one internally from the projectiles refered to by active weapons. You might find references to this list in the more technical parts of the documentation.
Applicable INI Flags
These tables show all INI flags applicable1 to Projectile. The flags are grouped by the internal classes the flags are inherited from, and then listed in the order they are read in by the game. You can re-sort the rows by column values by clicking the arrow icons in the column headings. Each flag can be clicked to visit its page for detailed information.
Please note that this section is accurate only for Yuri's Revenge. All other C&C games use different sets of flags.
1 ↑ "Applicable" in this context means "read from the INI files". Certain flags listed here don't have any effect ingame , but they are read and in certain cases cause a crash if not present. Again, refer to each flag's individual page for detailed information.
INI File | Section | Key | Value Type | Default Value | Adds to list |
---|---|---|---|---|---|
Rules(md).ini | Object's ID | Name | string(48 symbols) | ID | |
Rules(md).ini | Object's ID | UIName | string(31 symbol) | "" |
INI File | Section | Key | Value Type | Default Value | Adds to list |
---|---|---|---|---|---|
Rules(md).ini | Object's ID | Image | string (31 symbol) | Object's ID | |
Rules(md).ini | Object's ID | AlphaImage | string (31 symbol) | "" | |
Rules(md).ini | Object's ID | CrushSound | Sound (128 symbols) | "" | |
Rules(md).ini | Object's ID | AmbientSound | Sound (128 symbols) | "" | |
Rules(md).ini | Object's ID | Crushable | boolean | 0 | |
Rules(md).ini | Object's ID | Bombable | boolean | 1 | |
Rules(md).ini | Object's ID | NoSpawnAlt | boolean | 0 | |
Rules(md).ini | Object's ID | AlternateArcticArt | boolean | 0 | |
Rules(md).ini | Object's ID | RadarInvisible | boolean | 0 | |
Rules(md).ini | Object's ID | Selectable | boolean | 1 | |
Rules(md).ini | Object's ID | LegalTarget | boolean | 1 | |
Rules(md).ini | Object's ID | Armor | Armor | 0 | |
Rules(md).ini | Object's ID | Strength | int | 0 | |
Rules(md).ini | Object's ID | Immune | boolean | 0 | |
Rules(md).ini | Object's ID | Insignificant | boolean | 0 | |
Rules(md).ini | Object's ID | HasRadialIndicator | boolean | 0 | |
Rules(md).ini | Object's ID | RadialColor | Color | 0,0,0 | |
Rules(md).ini | Object's ID | IgnoresFirestorm | boolean | 0 | |
Art(md).ini | Object's Image | UseLineTrail | boolean | 0 | |
Art(md).ini | Object's Image | LineTrailColor | Color | 0,0,0 | |
Art(md).ini | Object's Image | LineTrailColorDecrement | int | 16 | |
Art(md).ini | Object's Image | Theater | boolean | 0 | |
Art(md).ini | Object's Image | NewTheater | boolean | 0 | |
Art(md).ini | Object's Image | Voxel | boolean | 0 |
INI File | Section | Key | Value Type | Default Value | Adds to list | |
---|---|---|---|---|---|---|
Rules(md).ini | Object's ID | Arm | int | 0 | ||
Rules(md).ini | Object's ID | ROT | int | 0 | ||
Rules(md).ini | Object's ID | CourseLockDuration | int | 0 | ||
Rules(md).ini | Object's ID | Elasticity | float | 1.8125 | ||
Rules(md).ini | Object's ID | Acceleration | float | 3 | ||
Rules(md).ini | Object's ID | Color | Color | 0 | ||
Rules(md).ini | Object's ID | Arcing | boolean | 0 | ||
Rules(md).ini | Object's ID | Floater | boolean | 0 | ||
Rules(md).ini | Object's ID | SubjectToCliffs | boolean | 0 | ||
Rules(md).ini | Object's ID | SubjectToElevation | boolean | 0 | ||
Rules(md).ini | Object's ID | SubjectToWalls | boolean | 0 | ||
Rules(md).ini | Object's ID | VeryHigh | boolean | 0 | ||
Rules(md).ini | Object's ID | Shadow | boolean | 1 | ||
Rules(md).ini | Object's ID | Dropping | boolean | 0 | ||
Rules(md).ini | Object's ID | Level | boolean | 0 | ||
Rules(md).ini | Object's ID | Inviso | boolean | 0 | ||
Rules(md).ini | Object's ID | Proximity | boolean | 0 | ||
Rules(md).ini | Object's ID | Ranged | boolean | 0 | ||
Rules(md).ini | Object's ID | Inaccurate | boolean | 0 | ||
Rules(md).ini | Object's ID | FlakScatter | boolean | 0 | ||
Rules(md).ini | Object's ID | AA | boolean | 0 | ||
Rules(md).ini | Object's ID | AG | boolean | 1 | ||
Rules(md).ini | Object's ID | Degenerates | boolean | 0 | ||
Rules(md).ini | Object's ID | Bouncy | boolean | 0 | ||
Rules(md).ini | Object's ID | Airburst | int | 0 | ||
Rules(md).ini | Object's ID | Cluster | boolean | 1 | ||
Rules(md).ini | Object's ID | Scalable | boolean | 0 | ||
Rules(md).ini | Object's ID | Image | string | "" | ||
Art(md).ini | Object's Image | Trailer | Animation * | 0 | + | |
Art(md).ini | Object's Image | SpawnDelay | int | 0 | ||
Art(md).ini | Object's Image | Rotates | boolean | 1 | ||
Art(md).ini | Object's Image | Flat | boolean | 0 | ||
Rules(md).ini | Object's ID | AirburstWeapon | WeaponType * | 0 | ||
Rules(md).ini | Object's ID | ShrapnelWeapon | WeaponType * | 0 | ||
Rules(md).ini | Object's ID | ShrapnelCount | int | 0 | ||
Rules(md).ini | Object's ID | DetonationAltitude | int | 0 | ||
Rules(md).ini | Object's ID | Vertical | boolean | 0 | ||
Rules(md).ini | Object's ID | FirersPalette | boolean | 0 | ||
Art(md).ini | Object's Image | AnimLow | int | 0 | ||
Art(md).ini | Object's Image | AnimHigh | int | 0 | ||
Art(md).ini | Object's Image | AnimRate | int | 0 | ||
Art(md).ini | Object's Image | AnimPalette | boolean | 0 |
Weapons | |||||
---|---|---|---|---|---|
Warheads | |||||
---|---|---|---|---|---|
Projectiles | |||||
---|---|---|---|---|---|