DamageToFirestormDamageCoefficient: Difference between revisions
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{{ | {{Flag | ||
|name={{PAGENAME}} | |||
|files={{Categ|rules(md).ini}} | |||
|types={{Categ|General}} | |||
|values={{Values|floats}} | |||
|default=0.1 | |||
|ts=yes | |||
|fs=yes | |||
|ra2=no | |||
|yr=no | |||
|ra2obsolete=yes | |||
}} | |||
The multiplier applied to incoming damage to convert from hitpoints to time in frames when an active {{f|FirestormWall|yes|link}} section takes damage. The damage to the building itself is nullified, and the Firestorm Defense charge is reduced by the resulting amount of time instead. | |||
A value of {{tt|0.0}} does not reduce Firestorm active time. Negative values should increase the remaining active time, though this has not been tested. | |||
This setting applies nowhere else. In particular, it has nothing to do with intercepting projectiles or destroying units and aircraft. | |||
{{f|DamageToFirestormDamageCoefficient}} is not available in {{ra2}} and {{yr}}. | |||
== Example == | |||
Incoming spread damage of {{tt|150}} hitpoints is converted by multiplying it with {{tt|0.1}} (assuming the default value), yielding {{tt|15}} frames of Firestorm damage, which is then subtracted from the remaining active time of the super weapon. The super weapon will shut down one second earlier now. | |||
== See also == | |||
* [[FirestormWall]] |
Latest revision as of 23:33, 4 April 2015
Flag: | DamageToFirestormDamageCoefficient |
File(s): | rules(md).ini |
Values: | Floating point values: Any decimal number (clearer range should be added in Template:Values). |
Default: | 0.1 |
Applicable to: | General |
Logic related to DamageToFirestormDamageCoefficient, as a whole or in part, is obsolete in Red Alert 2 and/or Yuri's Revenge. |
The multiplier applied to incoming damage to convert from hitpoints to time in frames when an active FirestormWall=yes section takes damage. The damage to the building itself is nullified, and the Firestorm Defense charge is reduced by the resulting amount of time instead.
A value of 0.0 does not reduce Firestorm active time. Negative values should increase the remaining active time, though this has not been tested.
This setting applies nowhere else. In particular, it has nothing to do with intercepting projectiles or destroying units and aircraft.
DamageToFirestormDamageCoefficient is not available in Red Alert 2 and Yuri's Revenge.
Example
Incoming spread damage of 150 hitpoints is converted by multiplying it with 0.1 (assuming the default value), yielding 15 frames of Firestorm damage, which is then subtracted from the remaining active time of the super weapon. The super weapon will shut down one second earlier now.