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BridgeStrength: Difference between revisions

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Starkku (talk | contribs)
Fixed the values to signed integers. Using maximum value of unsigned long integer appears to work like value of 1, going just slightly above the 2147483647 freezes the game if shoot bridges.
Crimsonum (talk | contribs)
It's a bit randomized.
 
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Bridge tiles are assumed to have {{f|Armor|none|link}} and this much {{f|Strength|link}} for damage calculation purposes, i.e. after taking this much damage, they will explode.
Bridge [[TileSets|tiles]] and [[OverlayTypes|overlay]] are assumed to have {{f|Armor|none|link}} and this much {{f|Strength|link}} for damage calculation purposes. Each bridge segment has a chance of collapsing after receiving damage, calculated as follows:
 
([[Damage]] vs. [[verses|heavy]] armor / BridgeStrength) × 100%
 
Furthermore, only damage from warheads with {{f|Wall|yes|link}} is taken into consideration.
 
== See Also ==
* [[DestroyableBridges]]

Latest revision as of 21:30, 7 June 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: BridgeStrength
File(s): Rules(md).ini
Values: Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767.
Default: 0 ?
Applicable to: CombatDamage


Bridge tiles and overlay are assumed to have Armor=none and this much Strength for damage calculation purposes. Each bridge segment has a chance of collapsing after receiving damage, calculated as follows:

(Damage vs. heavy armor / BridgeStrength) × 100%

Furthermore, only damage from warheads with Wall=yes is taken into consideration.

See Also