ShrapnelWeapon: Difference between revisions
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** [[IsRadBeam|It cannot be a radiation beam]] | ** [[IsRadBeam|It cannot be a radiation beam]] | ||
** [[IsSonic|It cannot be a sonic wave]] | ** [[IsSonic|It cannot be a sonic wave]] | ||
** [[IsRadEruption]] | |||
** [[DiskLaser]] | |||
** [[IsRailgun]] | |||
** [[IsMagBeam]] | |||
** Projectiles which burst into airburst weapons (Needs to be confirmed). | ** Projectiles which burst into airburst weapons (Needs to be confirmed). | ||
{{Bugs}} | {{Bugs}} | ||
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*If any weapon has <b>{{f|AA|yes|Link}}</b> and <b>ShrapnelWeapon=xxx</b> and the weapon attacks units floating in the sky. | *If any weapon has <b>{{f|AA|yes|Link}}</b> and <b>ShrapnelWeapon=xxx</b> and the weapon attacks units floating in the sky. | ||
Additional effects created by the <b>ShrapnelWeapon</b> section will not work if there is no unit or object (objects that support the <b>ShrapnelWeapon</b> effect such as <font style="color:green">Trees</font> etc.) under the unit that floats in the sky. | Additional effects created by the <b>ShrapnelWeapon</b> section will not work if there is no unit or object (objects that support the <b>ShrapnelWeapon</b> effect such as <font style="color:green">Trees</font> etc.) under the unit that floats in the sky. | ||
*<b>[[Range]]</b>,<b>[[ROF]]</b>,<b>[[Report]]</b>,<b>[[Anim]]</b > of the weapons in the section <b>[[ShrapnelWeapon]]</b> will be completely ignored. (Even if there is <b>{{f|Range|0|Link}}</b> or <b>{{f|ROF|1|Link}}</b> or <b>{{f|ROF|1000|Link}}</b>). | |||
{{Automatictypelist}} | {{Automatictypelist}} |
Latest revision as of 07:42, 21 July 2024
Flag: | ShrapnelWeapon |
File(s): | rules(md).ini |
Values: | Strings (Names of Weapons) |
Default: | none |
Applicable to: | Projectiles |
If set, the warhead will fire this weapon upon detonation, from the impact point, if the impact point is not inside a structure. The amount of shots to fire is set by ShrapnelCount=.
This is used for the Prism Tank reflection effect.
Note: Like with AirburstWeapon, this weapon has to be attached to some (potentially dummy) unit, so that the game loads this weapon at startup time. Failing to do so will result in Internal Errors whenever the shrapnel effect is supposed to fire.
Additional effects
Unlike AirburstWeapons, these can have various additional effects.
- What a ShrapnelWeapon CAN have:
- It can be a laser
- It can be an electric bolt
- Projectiles which burst into additional shrapnel stages.
- What it CANNOT have:
- It cannot be a radiation beam
- It cannot be a sonic wave
- IsRadEruption
- DiskLaser
- IsRailgun
- IsMagBeam
- Projectiles which burst into airburst weapons (Needs to be confirmed).
Bugs/Side-Effects/Unexpected Limitations
- If there is ShrapnelWeapon but not ShrapnelCount
The effects of ShrapnelWeapon occur when attacking Trees and VehicleTypes of your opponent only. ;Effects caused by ShrapnelWeapon have a random number.
- If any weapon has AA=yes and ShrapnelWeapon=xxx and the weapon attacks units floating in the sky.
Additional effects created by the ShrapnelWeapon section will not work if there is no unit or object (objects that support the ShrapnelWeapon effect such as Trees etc.) under the unit that floats in the sky.
- Range,ROF,Report,Anim of the weapons in the section ShrapnelWeapon will be completely ignored. (Even if there is Range=0 or ROF=1 or ROF=1000).
Automatic List Inclusion
Objects used as values for this flag are automatically listed under the appropriate internal array. However no harm can be done by listing them manually.