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{{flag|name=Explodes|files=rules(md).ini|values=Boolean(yes/no)|special=None|default=No|types=InfantryTypes/VehicleTypes/AircraftTypes/BuildingTypes|games=[[#TS/FS| TS, FS]], [[#RA2/YR|RA2, YR]]}}
{{Flag
|name=Explodes
|files={{Categ|ini=rules}}
|values={{Values|boolean}}
|default=false
|types={{Categ|Technoes}}; {{Categ|OverlayTypes}}
|ra=yes
|ts=yes
|fs=yes
|ets=yes
|ra2=yes
|yr=yes
|rp=yes
}}


== TS/FS ==
== For TechnoTypes ==
Is a special case. If set, <tt>Explodes</tt>=yes will cause the following effects:
*In case the object had a capability of storing Tiberium, it caused an explosion with damage proportional to the amount of Tiberium contained inside (my guess is <tt>amount of 'bails' loaded</tt> * <tt>[CombatDamage][[TiberiumExplosionDamage]]=</tt> , though that is unconfirmed).
*Otherwise, it dealt as much damage as defined by <tt>[CombatDamage][[AmmoCrateDamage]]=</tt>.


== RA2/YR ==
=== In Red Alert,Tiberian Sun and Firestorm ===
If set, <tt>Explodes</tt>=yes will force the object to fire its [[DeathWeapon]]= at itself when it gets killed/destroyed. In the event that [[DeathWeapon]] is undefined, it fires its [[Primary]]= weapon instead.
If {{f|Explodes|yes|link}} is set on a unit, its {{f|Primary|link}} [[weapon]] will be fired once at the [[cell]] that the unit occupies when it is destroyed. If the unit does not have {{f|Primary|link}} set then {{f|Explodes|yes|link}} will have no effect.


== See Also: ==
The power of the explosion is proportional to the strength of the destroyed unit. The stronger the unit, the more powerful explosion.
*[[AmmoCrateDamage]]=
*[[TiberiumExplosionDamage]]=
*[[DeathWeapon]]=
*[[Primary]]=


[[Category:General_Editing_Information]]
Note that {{f|Explodes}} is not responsible for the special explosions of harvesters containing Tiberium. See {{f|TiberiumExplosive|link}} for this effect.
[[Category:INI_Flags]]
 
=== In Red Alert 2 and Yuri's Revenge ===
If {{f|Explodes|yes|link}} is set on a unit, a certain weapon will be fired at the [[cell]] that the unit occupies when it is destroyed by a [[warhead]] with {{f|Temporal|no|link}}:
# If {{tt|[[DeathWeapon#For_TechnoTypes|DeathWeapon]]}} is specified on the unit then that weapon will be fired.
# If {{tt|DeathWeapon}} is not specified on the unit then the its [[Primary#Current_Primary_Weapon|current primary weapon]] will be fired instead.
# If the unit has neither a {{tt|DeathWeapon}} nor a current primary weapon, the default [[DeathWeapon#As_a_concept|death weapon]] specified by {{sl|CombatDamage}}{{arr}}{{tt|[[DeathWeapon#For_.5BCombatDamage.5D|DeathWeapon]]}} will be fired instead.
# If the unit can carry {{tt|Passengers}} any passengers inside will perish.
 
[[AircraftType]]s are a special case. Even without {{f|Explodes|yes|link}} set, an AircraftType will always fire its [[Primary#Current_Primary_Weapon|current primary weapon]] at the cell it crashes into. If DeathWeapon is present, it is used instead of the primary weapon.
 
== For OverlayTypes ==
This feature was neither used in {{Ts}} nor {{Ra2}}, though the logic is still present. If an [[OverlayType]] has {{f|Explodes|yes|link}} set, then the following will occur in order when the cell containing the overlay is damaged:
* The overlay is removed. Units firing at the cell will stop shooting at it.
* The [[animation]] specified by {{sl|General|BarrelExplode}} will always be displayed.
* There is an 85% chance that one of the [[VoxelAnims]] specified by {{sl|General|BarrelDebris}} will be randomly selected and spawned.
* There is a 25% chance that the [[particle]] specified by {{sl|General|BarrelParticle}} will be spawned.
* The damage specified by {{sl|CombatDamage|AmmoCrateDamage}}, using the [[warhead]] specified by {{sl|CombatDamage|C4Warhead}}, will always be dealt to the [[cell]] the overlay occupied.
* Immediately destroys [[OverlayType]] with {{f|Wall|yes|link}} tags, regardless of [[Strength]].
 
== See also ==
* [[Recreating Tiberium Damage in Yuri%27s Revenge#Explosive Tiberium|Explosive Tiberium in RA2]]

Latest revision as of 11:09, 7 September 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: Explodes
File(s): rules(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: false
Applicable to: TechnoTypes:

AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes; OverlayTypes



For TechnoTypes

In Red Alert,Tiberian Sun and Firestorm

If Explodes=yes is set on a unit, its Primary weapon will be fired once at the cell that the unit occupies when it is destroyed. If the unit does not have Primary set then Explodes=yes will have no effect.

The power of the explosion is proportional to the strength of the destroyed unit. The stronger the unit, the more powerful explosion.

Note that Explodes is not responsible for the special explosions of harvesters containing Tiberium. See TiberiumExplosive for this effect.

In Red Alert 2 and Yuri's Revenge

If Explodes=yes is set on a unit, a certain weapon will be fired at the cell that the unit occupies when it is destroyed by a warhead with Temporal=no:

  1. If DeathWeapon is specified on the unit then that weapon will be fired.
  2. If DeathWeapon is not specified on the unit then the its current primary weapon will be fired instead.
  3. If the unit has neither a DeathWeapon nor a current primary weapon, the default death weapon specified by [CombatDamage]DeathWeapon will be fired instead.
  4. If the unit can carry Passengers any passengers inside will perish.

AircraftTypes are a special case. Even without Explodes=yes set, an AircraftType will always fire its current primary weapon at the cell it crashes into. If DeathWeapon is present, it is used instead of the primary weapon.

For OverlayTypes

This feature was neither used in Tiberian Sun nor Red Alert 2, though the logic is still present. If an OverlayType has Explodes=yes set, then the following will occur in order when the cell containing the overlay is damaged:

See also