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==For [CombatDamage]==
=As a concept=
When some units are destroyed they explode, potentially damaging surrounding objects. This effect is achieved in-game by setting {{f|Explodes|yes|link}} on the unit - this tells the game to fire a weapon at the [[cell]] previously occupied by the destroyed unit. See the flags below for how that 'death weapon' is determined.
 
=For [CombatDamage]=
{{Flag
{{Flag
|values={{values|string|[[Weapons]]}}
|values={{values|string|[[Weapons]]}}
Line 8: Line 11:
|rp=yes
|rp=yes
}}
}}
{{NeedTesting}}
Specifies the default [[DeathWeapon#As_a_concept|death weapon{{Sup|{{arr|u}}}}]] to use when a unit with {{f|Explodes|yes|link}} set is destroyed. This is only used if the exploding unit does not have a [[Primary#Current_Primary_Weapon|''current'' primary weapon]]) ''and'' has not specified its own [[DeathWeapon#For_TechnoTypes|{{tt|DeathWeapon}}{{Sup|{{arr|d}}}}]].
Appears not to be used by the game [[engine]].
 
 


==For InfantryTypes, VehicleTypes, and BuildingTypes==
=For TechnoTypes=
{{Flag
{{Flag
|values={{values|string|[[Weapons]]}}
|values={{values|string|[[Weapons]]}}
|default=none
|default=none* (default is not hard-coded or pre-determined from INI code, but is instead taken to be the unit's [[Primary#Current_Primary_Weapon|current primary weapon]])
|types={{Categ|InfantryTypes}}, {{Categ|VehicleTypes}}, {{Categ|BuildingTypes}}
|types={{CatAllTypes}}
|ra2=yes
|ra2=yes
|yr=yes
|yr=yes
|rp=yes
|rp=yes
}}
}}
When an applicable [[TechnoType]] is destroyed, {{tt|DeathWeapon}} specifies the Weapon fired at the [[cell]] previously occupied by that TechnoType. The {{tt|DeathWeapon}} effect requires that {{TTL|Explodes|yes}} be set as well.
 
Specifies the [[DeathWeapon#As_a_concept|death weapon{{Sup|{{arr|u}}}}]] to use when this unit is destroyed in-game (assuming that this unit also has {{f|Explodes|yes|link}} set). Note that {{tt|DeathWeapon}} on the unit overrides any other method{{Sup|[[DeathWeapon#For_.5BCombatDamage.5D|{{Arr|u}}]]}} for determing the [[DeathWeapon#As_a_concept|death weapon{{Sup|{{arr|u}}}}]] to use.
 
===Notes===
* Firing a {{f|DeathWeapon}} will prevent the animations listed in an object's {{f|Explosion|link}} statement being played when that object is destroyed. However, if {{f|Explodes|yes}} has been set, but no {{f|DeathWeapon}} statement is present, the animations will be played normally.
 
=See Also=
*{{f|Explodes|link}}
*{{f|DeathWeaponDamageModifier|link}}

Latest revision as of 18:04, 31 May 2012

As a concept

When some units are destroyed they explode, potentially damaging surrounding objects. This effect is achieved in-game by setting Explodes=yes on the unit - this tells the game to fire a weapon at the cell previously occupied by the destroyed unit. See the flags below for how that 'death weapon' is determined.

For [CombatDamage]

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: DeathWeapon
File(s): rules(md).ini
Values: Strings: Normal text. (Limited to: Weapons)
Default: none
Applicable to: CombatDamage


Specifies the default death weapon to use when a unit with Explodes=yes set is destroyed. This is only used if the exploding unit does not have a current primary weapon) and has not specified its own DeathWeapon.

For TechnoTypes

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: DeathWeapon
File(s): rules(md).ini
Values: Strings: Normal text. (Limited to: Weapons)
Default: none* (default is not hard-coded or pre-determined from INI code, but is instead taken to be the unit's current primary weapon)
Applicable to: TechnoTypes:

AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes



Specifies the death weapon to use when this unit is destroyed in-game (assuming that this unit also has Explodes=yes set). Note that DeathWeapon on the unit overrides any other method for determing the death weapon to use.

Notes

  • Firing a DeathWeapon will prevent the animations listed in an object's Explosion statement being played when that object is destroyed. However, if Explodes=yes has been set, but no DeathWeapon statement is present, the animations will be played normally.

See Also