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Crimsonum (talk | contribs)
Added the missing flag section and changed the pacing of the text.
 
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{{DeeZireInclusion}}<br />
{{Flag
Specifies an arming delay before this projectile is able to trigger its attached warhead. Defaults to '0', although this appears to have little or no effect in Red Alert 2.
|name=
|files={{Categ|ini=rules}}
|values={{values|int}}
|default=0
|types={{Categ|Projectile|Projectiles}}
|ts=yes
|fs=yes
|hp=yes
|ra2=yes
|yr=yes
|rp=yes
|ares=yes
}}
 
Specifies a delay before this [[projectile]] is able to trigger its [[warhead]]. The projectile can still detonate prematurely by impacting with its target or an obstacle (such as a cliff). Defaults to {{tt|0}} and has the effect of preventing a homing projectile from detonating when overshooting its intended target (common with low-[[ROT]] projectiles).
 
==See also==
*[http://www.ppmsite.com/forum/viewtopic.php?p=495153#495153 LKO demonstrates differences in {{tt|Arm}} values]

Latest revision as of 15:43, 8 September 2018

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:
File(s): rules(md).ini
Values: Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767.
Default: 0
Applicable to: Projectiles


Specifies a delay before this projectile is able to trigger its warhead. The projectile can still detonate prematurely by impacting with its target or an obstacle (such as a cliff). Defaults to 0 and has the effect of preventing a homing projectile from detonating when overshooting its intended target (common with low-ROT projectiles).

See also