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{{flag|name=Projectile|files=rules(md).ini|values=Names of Projectiles|special=None|default=None|types=Weapons, [Maximums]|games=RA, TS, FS, RA2, YR}}
==As a Flag==
==As a Flag==
In all [[rules|rules(md).ini]] based C&Cs, <tt>Projectile=</tt> determines which Projectile a [[Weapon]] should use.


In [[Red Alert]], it is also a valid flag of the [[Maximums|<nowiki>[Maximums]</nowiki>]] section, specifying the maximum amount of projectile types that can exist at the same time. ('''Note:''' In that case, the accepted values are probably unsigned integers. Definately not names of projectiles.)
=== 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==
==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.
A projectile is the part of the weapon which, after graphically flying through a certain path, calls the [[Warhead]] that does the damage.


Some basic flags:
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.


Image= the image used for the projectile
<!-- See [[:Category: Projectile Flags]] for a list of flags applicable to Projectiles.  -->


Rotates= does the image file have seperate frames for each direction?
== Applicable INI Flags ==
{{Applicable INI Flags}}


ROT= how fast does the projectile adjust it's direction towards the target? 0 indicates a non-homing projectile
{{: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>


SubjectToCliffs= determines if the projectile is blocked by the cliffs on the map.
[[Category:General_Editing_Information]]
 
SubjectToElevation= determines if the projectile is blocked by variation in terrain height on the map (i.e. hills).
 
SubjectToWalls= determines if the projectile is blocked by walls
 
Arcing= defines if the projectile travels in a ballistic angle rather than in a straight line. This makes it inaccurate, the degree of which is set by BallisticScatter= in [CombatDamage]
 
AA= can this projectile be fired at air targets? (defaults to no)
 
AG= can this projectile be fired at ground targets? (defaults to yes)




A complete list of flags can be found in the RULES4 file of the [http://www.deezire.net/modules.php?name=Downloads&d_op=getit&lid=4 Red Alert 2 & Yuris Revenge INI Editing Guide]
{{WeaponsRelated}}
[[Category:General_Editing_Information]]
[[Category:INI_Flags]]

Latest revision as of 12:04, 22 October 2024

As a Flag

On Weapons

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: 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]

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: 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.


AbstractTypes
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) ""


ObjectTypes
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


ProjectileType
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


 Armament System related Flags on ModEnc