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→On Warheads: Switched image to a better one. |
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|types={{Categ|Warheads}} | |types={{Categ|Warheads}} |
Latest revision as of 11:16, 24 April 2020
On Tiberiums
Flag: | Spread |
File(s): | Rules(md).ini |
Values: | Unsigned integers: All non-negative whole numbers from 0 to either 32767, 2147483647 or 4294967295. |
Applicable to: | Tiberiums |
Specifies the spread rate, in frames, of this Tiberium/ore type. In other words, this flag determines the delay between each spread check. Once this many frames has passed, each OverlayTypes instance of this Tiberium type will roll a dice to determine if they will actually spread. The global flag TiberiumSpreads can be used to disable spread for all Tiberium types for a particular game or map.
On Warheads
Flag: | Spread |
File(s): | Rules(md).ini |
Values: | Unsigned integers: All non-negative whole numbers from 0 to either 32767, 2147483647 or 4294967295. |
Default: | 1 |
Applicable to: | Warheads |
Logic related to Spread, as a whole or in part, is obsolete in Red Alert 2 and/or Yuri's Revenge. |
Specifies the radius, in pixels[1], of each damage falloff step of this warhead. This is measured from the point of impact outwards, in a circle. In effect, the warhead itself forms the epicenter of the explosion.
See Also
- Damage calculation over area – for a more in-depth look at how damage falloff works.
- CellSpread – the successor to Spread in Red Alert 2.
Notes
- ↑ In Tiberian Sun, this is measured horizontally due to the pseudo-isometric perspective of the game.