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Difference between revisions of "Spread"
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− | {{ | + | ==On Tiberiums== |
− | Specifies the | + | |
+ | {{Flag | ||
+ | |name={{PAGENAME}} | ||
+ | |files={{Categ|Rules(md).ini}} | ||
+ | |values={{values|unsigned integers}} | ||
+ | |types={{Categ|Tiberiums}} | ||
+ | |ts=yes | ||
+ | |fs=yes | ||
+ | |hp=yes | ||
+ | |ra2=yes | ||
+ | |yr=yes | ||
+ | |ares=yes | ||
+ | }} | ||
+ | Specifies the spread rate, in frames, of this [[Tiberiums|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 [[SpreadPercentage|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 | ||
+ | |name={{PAGENAME}} | ||
+ | |files={{Categ|Rules(md).ini}} | ||
+ | |values={{values|unsigned integer}} | ||
+ | |default=1 | ||
+ | |types={{Categ|Warheads}} | ||
+ | |ra=yes | ||
+ | |cs=yes | ||
+ | |am=yes | ||
+ | |ts=yes | ||
+ | |fs=yes | ||
+ | |hp=yes | ||
+ | |ra2=yes | ||
+ | |yr=yes | ||
+ | |ra2obsolete=yes | ||
+ | }} | ||
+ | Specifies the radius, in pixels<ref>In {{ts}}, this is measured horizontally due to the pseudo-isometric perspective of the game.</ref>, 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. [[File:ts_warhead_spread_map.png|thumb|frame|This illustration shows all damage falloff patterns in {{ts}}. On each step from the epicenter, damage is decreased by 50% from the previous step. Note the maximum area of effect and the four corner [[Cell Spots]] which are excluded from it.]] | ||
+ | |||
+ | ==See Also== | ||
+ | * [[Damage calculation over area]] – for a more in-depth look at how damage falloff works. | ||
+ | * [[CellSpread]] – the successor to Spread in {{ra2}}. | ||
+ | |||
+ | ===Notes=== | ||
+ | <references/> |
Latest revision as of 13:16, 24 April 2020
Contents
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.