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AreaFire: Difference between revisions

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|rp=yes}}
|rp=yes}}


Setting this tag to "yes" causes the weapon to be fired at the cell currently occupied by the firer, instead of trying to approach the target and detonating there.
Setting this tag to "yes" causes this weapon's warhead to be detonated at the cell currently occupied by the firer, instead of firing the weapon at the target.
Due to the way the logic is handled, infantry can use such weapons only as their deploy weapon. Otherwise, they will not fire it at all.
Due to the way the logic is handled, infantry can use such weapons only as their deploy weapon. Otherwise, they will not fire it at all.
==Bugs==
*'''AreaFire=yes''' makes [[Primary]],[[ElitePrimary]] unable to actually attack. If the target is further than the attack range, [[TechnoTypes]] will attempt to move towards it. But when that goal is found The attack cursor will now be changed to a NoMove cursor instead.

Latest revision as of 01:39, 22 December 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: AreaFire
File(s): rules(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: No
Applicable to: Weapons


Setting this tag to "yes" causes this weapon's warhead to be detonated at the cell currently occupied by the firer, instead of firing the weapon at the target. Due to the way the logic is handled, infantry can use such weapons only as their deploy weapon. Otherwise, they will not fire it at all.

Bugs

  • AreaFire=yes makes Primary,ElitePrimary unable to actually attack. If the target is further than the attack range, TechnoTypes will attempt to move towards it. But when that goal is found The attack cursor will now be changed to a NoMove cursor instead.