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{{DeeZireInclusion}}<br />
=As a concept=
This specifies the default death weapon for those objects which have one. I have experienced errors when changing this, it is best to leave it at its default setting as I suspect the logic may be hard-coded and you cant use the units weapon since the spread is now fixed. In either case, you should ensure that this is set to an existing weapon.
When some units are destroyed they explode, potentially damaging surrounding objects. This effect is achieved in-game by setting {{f|Explodes|yes|link}} on the unit - this tells the game to fire a weapon at the [[cell]] previously occupied by the destroyed unit. See the flags below for how that 'death weapon' is determined.
 
=For [CombatDamage]=
{{Flag
|values={{values|string|[[Weapons]]}}
|default=none
|types={{Categ|CombatDamage}}
|ra2=yes
|yr=yes
|rp=yes
}}
Specifies the default [[DeathWeapon#As_a_concept|death weapon{{Sup|{{arr|u}}}}]] to use when a unit with {{f|Explodes|yes|link}} set is destroyed. This is only used if the exploding unit does not have a [[Primary#Current_Primary_Weapon|''current'' primary weapon]]) ''and'' has not specified its own [[DeathWeapon#For_TechnoTypes|{{tt|DeathWeapon}}{{Sup|{{arr|d}}}}]].
 
=For TechnoTypes=
{{Flag
|values={{values|string|[[Weapons]]}}
|default=none* (default is not hard-coded or pre-determined from INI code, but is instead taken to be the unit's [[Primary#Current_Primary_Weapon|current primary weapon]])
|types={{CatAllTypes}}
|ra2=yes
|yr=yes
|rp=yes
}}
 
Specifies the [[DeathWeapon#As_a_concept|death weapon{{Sup|{{arr|u}}}}]] to use when this unit is destroyed in-game (assuming that this unit also has {{f|Explodes|yes|link}} set). Note that {{tt|DeathWeapon}} on the unit overrides any other method{{Sup|[[DeathWeapon#For_.5BCombatDamage.5D|{{Arr|u}}]]}} for determing the [[DeathWeapon#As_a_concept|death weapon{{Sup|{{arr|u}}}}]] to use.
 
===Notes===
* Firing a {{f|DeathWeapon}} will prevent the animations listed in an object's {{f|Explosion|link}} statement being played when that object is destroyed. However, if {{f|Explodes|yes}} has been set, but no {{f|DeathWeapon}} statement is present, the animations will be played normally.
 
=See Also=
*{{f|Explodes|link}}
*{{f|DeathWeaponDamageModifier|link}}

Latest revision as of 18:04, 31 May 2012

As a concept

When some units are destroyed they explode, potentially damaging surrounding objects. This effect is achieved in-game by setting Explodes=yes on the unit - this tells the game to fire a weapon at the cell previously occupied by the destroyed unit. See the flags below for how that 'death weapon' is determined.

For [CombatDamage]

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: DeathWeapon
File(s): rules(md).ini
Values: Strings: Normal text. (Limited to: Weapons)
Default: none
Applicable to: CombatDamage


Specifies the default death weapon to use when a unit with Explodes=yes set is destroyed. This is only used if the exploding unit does not have a current primary weapon) and has not specified its own DeathWeapon.

For TechnoTypes

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: DeathWeapon
File(s): rules(md).ini
Values: Strings: Normal text. (Limited to: Weapons)
Default: none* (default is not hard-coded or pre-determined from INI code, but is instead taken to be the unit's current primary weapon)
Applicable to: TechnoTypes:

AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes



Specifies the death weapon to use when this unit is destroyed in-game (assuming that this unit also has Explodes=yes set). Note that DeathWeapon on the unit overrides any other method for determing the death weapon to use.

Notes

  • Firing a DeathWeapon will prevent the animations listed in an object's Explosion statement being played when that object is destroyed. However, if Explodes=yes has been set, but no DeathWeapon statement is present, the animations will be played normally.

See Also