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== As a Flag ==
=== On Weapons ===
{{Flag
{{Flag
|name=Warhead
|values={{Values|strings|Warheads}}
|files={{Categ|Rules(md).ini}}, {{Categ|Art(md).ini}}
|special=Special (see [[#%5BSpecial%5D|below]])
|values=strings (Names of [[Warhead]]s)
|special=Special (see [[#Special|below]])
|default=null
|types={{Categ|Weapon|Weapons}}, {{Categ|VoxelAnims}}
|types={{Categ|Weapon|Weapons}}, {{Categ|VoxelAnims}}
|games=[[RA]], [[TS]], [[RA2]], [[YR]]
|ra=yes
|cs=yes
|am=yes
|ts=yes
|fs=yes
|ets=yes
|ra2=yes
|yr=yes
|rp=yes
}}
}}


== As a Flag ==
In all {{Ini|Rules}} based C&Cs, <tt>Warhead</tt> defines a Warhead that this [[Weapons|weapon]]/[[VoxelAnims|debris]] should use to deal damage upon impact.


In all [[Rules|rules(md).ini]]-based C&Cs, <tt>Warhead=</tt> defines a Warhead that this [[Weapons|weapon]]/[[VoxelAnims|debris]] should use to deal damage upon impact.
=== In {{sl|Maximums}} ===


In [[Red_Alert|Red Alert]], it is also a flag in the [<tt>[[Maximums]]</tt>] section, defining the maximum amount of Warhead types that can co-exist at the same time. '''Note:''' In this case, the value is an integer, not a string.
{{Flag
|values={{Values|integers}}
|special=Special (see [[#%5BSpecial%5D|below]])
|types={{Categ|Maximums}}
|ra=yes
|cs=yes
|am=yes
}}


In [[Art|art(md).ini]], <tt>Warhead=</tt> can be attached to an animation, which, as long as it has a valid <tt>Damage=</tt> tag, defines which armour types the animation can damage. I have noticed that <tt>EMEffect=</tt> does not work on Animation-only warheads with the [[RockPatch:Main|Rock Patch]], nor does <tt>CellSpread=</tt>. It does however, work fine on standard unit / structure-based weapons in rules(md).ini
This is also a flag in the {{Sl|Maximums}} section, defining the maximum amount of Warhead types that can co-exist at the same time.


== As an Object ==
=== On Animations ===


A warhead controls most of the weapon impact behaviour, including the damage multiplier for certain [[Armor_types|armor types]], the spread of the damage, the graphics of the impact, and a lot of special case functionality.
{{Flag
|files={{Categ|ini=art}}
|values={{Values|strings|Warheads}}
|special=Special (see [[#%5BSpecial%5D|below]])
|types={{Categ|Animations}}
|ts=yes
|fs=yes
|ets=yes
|ra2=yes
|yr=yes
|rp=yes
}}


See [[:Category:Warhead Flags|Warhead Flags]] for a list of flags applicable to a Warhead.
In {{Ini|art}}, <tt>Warhead</tt> can be attached to an animation, which, as long as it has a valid {{f|ExpireAnim|link}} setting and a {{f|Damage|link}} tag, defines which armour types the animation can damage. Other tags do not work correctly with Animation warheads, including {{f|CellSpread|link}} and {{f|EMEffect|link}}.


== Special ==
=== {{Tt|[Special]}} ===


'''Note:''' this section is applicable to RA2/YR only.
'''Note:''' this section is applicable to RA2/YR only.


<tt>Warhead=Special</tt> is a ''really'' special case. It is used for spawner weapons (weapons which instead of firing spawn certain <tt>[[AircraftTypes]]</tt> to attack the target). (See <tt>[[Spawns]]</tt>.)
{{Tt|1=Warhead=Special}} is a ''really'' special case. It is a dummy warhead which is used for spawner weapons (weapons which instead of firing spawn certain [[AircraftTypes]] to attack the target). The [Special] warhead for spawner weapons can be changed to a functioning and listed warhead with a different name and unique verses without crashing the game. Using a non existing warhead, like the [Special] warhead, makes the engine use default values.(See {{f|Spawns|link}}.)


== Allied General's notes ==
== As an Object ==
 
A warhead controls most of the weapon impact behaviour, including the damage multiplier for certain [[Armor_types|armor types]], the spread of the damage, the graphics of the impact, and a lot of special case functionality.
 
See [[:Category:Warhead Flags|Warhead Flags]] for a list of flags applicable to a Warhead.
 
== Notes ==


Warheads are the rock, scissors, paper of RA2 weapons.
Warheads are the rock, scissors, paper of RA2 weapons.


The warhead in its most basic form is a multipler to the damage of a weapon. 100% is the default and means that the weapons total damage equals: Damage= x1.0. If a warhead is only 25% effective then total damage equals: Damage x0.25. % settings can be higher the 100%.
The warhead in its most basic form is a multiplier to the damage of a weapon. 100% is the default and means that the weapons total damage equals: Damage= x1.0. If a warhead is only 25% effective then total damage equals: Damage x0.25. % settings can be higher the 100%, but there is a difference between a combo of Positive verses and negative Damage and a combo of negative Verses and positive Damage.
 
Warheads can also spawn particles, shake the screen, destroy tiberium and have special tags which releate to the immunetoxxxx tags.


Warheads can also spawn particles, shake the screen, destroy tiberium and have special tags which releate to the immunetoxxxx tags
{{WeaponsRelated}}

Latest revision as of 18:55, 25 May 2019

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: Warhead
File(s): rules(md).ini
Values: Strings: Normal text. (Limited to: Warheads)
Special Values: Special (see below)
Applicable to: Weapons, VoxelAnims


In all Rules(md).ini based C&Cs, Warhead defines a Warhead that this weapon/debris should use to deal damage upon impact.

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: Warhead
File(s): rules(md).ini
Values: Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767.
Special Values: Special (see below)
Applicable to: Maximums


This is also a flag in the [Maximums] section, defining the maximum amount of Warhead types that can co-exist at the same time.

On Animations

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: Warhead
File(s): art(md).ini
Values: Strings: Normal text. (Limited to: Warheads)
Special Values: Special (see below)
Applicable to: Animations


In art(md).ini, Warhead can be attached to an animation, which, as long as it has a valid ExpireAnim setting and a Damage tag, defines which armour types the animation can damage. Other tags do not work correctly with Animation warheads, including CellSpread and EMEffect.

[Special]

Note: this section is applicable to RA2/YR only.

Warhead=Special is a really special case. It is a dummy warhead which is used for spawner weapons (weapons which instead of firing spawn certain AircraftTypes to attack the target). The [Special] warhead for spawner weapons can be changed to a functioning and listed warhead with a different name and unique verses without crashing the game. Using a non existing warhead, like the [Special] warhead, makes the engine use default values.(See Spawns.)

As an Object

A warhead controls most of the weapon impact behaviour, including the damage multiplier for certain armor types, the spread of the damage, the graphics of the impact, and a lot of special case functionality.

See Warhead Flags for a list of flags applicable to a Warhead.

Notes

Warheads are the rock, scissors, paper of RA2 weapons.

The warhead in its most basic form is a multiplier to the damage of a weapon. 100% is the default and means that the weapons total damage equals: Damage= x1.0. If a warhead is only 25% effective then total damage equals: Damage x0.25. % settings can be higher the 100%, but there is a difference between a combo of Positive verses and negative Damage and a combo of negative Verses and positive Damage.

Warheads can also spawn particles, shake the screen, destroy tiberium and have special tags which releate to the immunetoxxxx tags.

 Armament System related Flags on ModEnc