DeathWeapon: Difference between revisions
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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 | ||
}} | }} | ||
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}}}}]]. | |||
=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={{ | |types={{CatAllTypes}} | ||
|ra2=yes | |ra2=yes | ||
|yr=yes | |yr=yes | ||
Line 22: | Line 23: | ||
}} | }} | ||
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]
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
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.