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|files={{Categ|Rules(md).ini}}
|files={{Categ|Rules(md).ini}}
|values=boolean
|values=boolean
|special=None
|default=no
|default=no
|types={{Categ|Warhead|Warheads}}
|types={{Categ|Warhead|Warheads}}
|games=[[RA2]], [[YR]]
|ra2=yes
|yr=yes
|rp=yes
}}
}}


If set, the target will get "frozen" and gradually erased from time. A frozen unit is unable to do anything or get affected by any other weapon. The unit using such a warhead must stand still and keep firing until the target is erased, otherwise the target will unfreeze unharmed.  
{{SourceCode|http://dc.strategy-x.com/src2/TemporalClass/TemporalClass.hpp|tr=yes}}


The delay necessary to erase an object depends on the weapon's {{TTL|Damage}} - the bigger the damage, the shorter the delay.  
If {{f|Temporal|yes|link}} is set on a weapon's [[warhead]], then the target will be "frozen" and gradually erased from time. The affected unit is rendered transparent, and the animation specified by [{{f|AudioVisual|link}}]{{arr|r}}{{f|ChronoSparkle1|link}} is played over it. Whilst a unit is frozen it cannot be targeted or affected by any other [[warhead]] (except other {{f|Temporal|yes|link}} [[warheads]]), and is unable to move or attack.


The affected unit is rendered transparent, and an animation specified by [{{TTL|AudioVisual}}]{{TTL|ChronoSparkle1}} is played over it.
The firing unit must continue firing the weapon at the target until the target is erased, otherwise the target will unfreeze unharmed. The delay necessary to erase an object depends on the weapon's {{f|Damage|link}} - each frame, a Temporal weapon firing at a target "takes away" as many points as its Damage dictates, and the unit gets erased when 10 * its maximum hitpoints have been "taken away". The duration completely ignores warhead percentages or current unit hitpoints.


Attaching a {{TTL|CellSpread}} to such a warhead causes an [[Internal Error]] when it detonates.
Objects that have {{f|Warpable|no|link}} set cannot be targeted (and thus cannot be affected) by a {{f|Temporal|yes|link}} [[warhead]].


Objects that have {{TTL|Warpable|no}} cannot be affected by such a warhead.
Note that {{f|Temporal|yes|link}} warheads will cause an [[Internal Error]] when detonated if any of the following conditions are true:
*Firing weapon is a shrapnel weapon and [[DeathWeapon]].
*Firing weapon is an urban combat weapon (fired from an occupied building).
*Warhead has a non-zero {{f|CellSpread|link}} set.
*Warhead also uses the {{f|Culling|yes|link}} flag (which doesn't apply to non-squidlike units anyway).
*Firing weapon is a secondary weapon (except for Infantry with {{f|Deployer|yes|link}} and {{f|DeployFire|yes|link}}). ;(The problem was resolved by adding <b><u><font style="color:blue">Temporal=yes</font></u></b> to the warhead of<b><u>[[Primary]]</u></b> and <b><u>[[ElitePrimary]]</u></b>)
==Note==
[[TechnoTypes]] that are higher than <b>300</b>([[JumpjetHeight]]) are not affected by this tag.<br>
Effects from this tag It will happen only when it actually affects the actual target. The attack on the ground was nothing more than a deception.
{{Bugs}}
*If there Is <b>Temporal=yes</b> tag This tag will disable the tag [[Particle]]

Latest revision as of 15:13, 16 September 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: Temporal
File(s): Rules(md).ini
Values: boolean
Default: no
Applicable to: Warheads


Needs Transcribing
Pseudocode relevant to this article is available at http://dc.strategy-x.com/src2/TemporalClass/TemporalClass.hpp. Please update this article with information revealed by the pseudocode.

If Temporal=yes is set on a weapon's warhead, then the target will be "frozen" and gradually erased from time. The affected unit is rendered transparent, and the animation specified by [AudioVisual]→ChronoSparkle1 is played over it. Whilst a unit is frozen it cannot be targeted or affected by any other warhead (except other Temporal=yes warheads), and is unable to move or attack.

The firing unit must continue firing the weapon at the target until the target is erased, otherwise the target will unfreeze unharmed. The delay necessary to erase an object depends on the weapon's Damage - each frame, a Temporal weapon firing at a target "takes away" as many points as its Damage dictates, and the unit gets erased when 10 * its maximum hitpoints have been "taken away". The duration completely ignores warhead percentages or current unit hitpoints.

Objects that have Warpable=no set cannot be targeted (and thus cannot be affected) by a Temporal=yes warhead.

Note that Temporal=yes warheads will cause an Internal Error when detonated if any of the following conditions are true:

  • Firing weapon is a shrapnel weapon and DeathWeapon.
  • Firing weapon is an urban combat weapon (fired from an occupied building).
  • Warhead has a non-zero CellSpread set.
  • Warhead also uses the Culling=yes flag (which doesn't apply to non-squidlike units anyway).
  • Firing weapon is a secondary weapon (except for Infantry with Deployer=yes and DeployFire=yes). ;(The problem was resolved by adding Temporal=yes to the warhead ofPrimary and ElitePrimary)

Note

TechnoTypes that are higher than 300(JumpjetHeight) are not affected by this tag.
Effects from this tag It will happen only when it actually affects the actual target. The attack on the ground was nothing more than a deception.

Bugs/Side-Effects/Unexpected Limitations

  • If there Is Temporal=yes tag This tag will disable the tag Particle