Warhead: Difference between revisions
m Technically, it applies to VoxelAnims and not DebrisTypes, my bad |
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== As a Flag == | |||
=== On Weapons === | |||
{{Flag | {{Flag | ||
| | |values={{Values|strings|Warheads}} | ||
| | |special=Special (see [[#%5BSpecial%5D|below]]) | ||
| | |types={{Categ|Weapon|Weapons}}, {{Categ|VoxelAnims}} | ||
|special=Special (see [[# | |ra=yes | ||
| | |cs=yes | ||
| | |am=yes | ||
| | |ts=yes | ||
|fs=yes | |||
|ets=yes | |||
|ra2=yes | |||
|yr=yes | |||
|rp=yes | |||
}} | }} | ||
In all {{Ini|Rules}} based C&Cs, <tt>Warhead</tt> defines a Warhead that this [[Weapons|weapon]]/[[VoxelAnims|debris]] should use to deal damage upon impact. | |||
In | === In {{sl|Maximums}} === | ||
{{Flag | |||
|values={{Values|integers}} | |||
|special=Special (see [[#%5BSpecial%5D|below]]) | |||
|types={{Categ|Maximums}} | |||
|ra=yes | |||
|cs=yes | |||
|am=yes | |||
}} | |||
This is also a flag in the {{Sl|Maximums}} section, defining the maximum amount of Warhead types that can co-exist at the same time. | |||
== | === On Animations === | ||
{{Flag | |||
|files={{Categ|ini=art}} | |||
|values={{Values|strings|Warheads}} | |||
|special=Special (see [[#%5BSpecial%5D|below]]) | |||
|types={{Categ|Animations}} | |||
|ts=yes | |||
|fs=yes | |||
|ets=yes | |||
|ra2=yes | |||
|yr=yes | |||
|rp=yes | |||
}} | |||
In {{Ini|art}}, <tt>Warhead</tt> can be attached to an animation, which, as long as it has a valid {{f|ExpireAnim|link}} setting and a {{f|Damage|link}} tag, defines which armour types the animation can damage. Other tags do not work correctly with Animation warheads, including {{f|CellSpread|link}} and {{f|EMEffect|link}}. | |||
== Special == | === {{Tt|[Special]}} === | ||
'''Note:''' this section is applicable to RA2/YR only. | '''Note:''' this section is applicable to RA2/YR only. | ||
{{Tt|1=Warhead=Special}} is a ''really'' special case. It is a dummy warhead which is used for spawner weapons (weapons which instead of firing spawn certain [[AircraftTypes]] to attack the target). The [Special] warhead for spawner weapons can be changed to a functioning and listed warhead with a different name and unique verses without crashing the game. Using a non existing warhead, like the [Special] warhead, makes the engine use default values.(See {{f|Spawns|link}}.) | |||
== | == As an Object == | ||
A warhead controls most of the weapon impact behaviour, including the damage multiplier for certain [[Armor_types|armor types]], the spread of the damage, the graphics of the impact, and a lot of special case functionality. | |||
See [[:Category:Warhead Flags|Warhead Flags]] for a list of flags applicable to a Warhead. | |||
== Notes == | |||
Warheads | Warheads are the rock, scissors, paper of RA2 weapons. | ||
The warhead in its most basic form is a multiplier to the damage of a weapon. 100% is the default and means that the weapons total damage equals: Damage= x1.0. If a warhead is only 25% effective then total damage equals: Damage x0.25. % settings can be higher the 100%, but there is a difference between a combo of Positive verses and negative Damage and a combo of negative Verses and positive Damage. | |||
Warheads can also spawn particles, shake the screen, destroy tiberium and have special tags which releate to the immunetoxxxx tags. | |||
{{WeaponsRelated}} | |||
Latest revision as of 18:55, 25 May 2019
As a Flag
On Weapons
Flag: | Warhead |
File(s): | rules(md).ini |
Values: | Strings: Normal text. (Limited to: Warheads) |
Special Values: | Special (see below) |
Applicable to: | Weapons, VoxelAnims |
In all Rules(md).ini based C&Cs, Warhead defines a Warhead that this weapon/debris should use to deal damage upon impact.
In [Maximums]
Flag: | Warhead |
File(s): | rules(md).ini |
Values: | Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767. |
Special Values: | Special (see below) |
Applicable to: | Maximums |
This is also a flag in the [Maximums] section, defining the maximum amount of Warhead types that can co-exist at the same time.
On Animations
Flag: | Warhead |
File(s): | art(md).ini |
Values: | Strings: Normal text. (Limited to: Warheads) |
Special Values: | Special (see below) |
Applicable to: | Animations |
In art(md).ini, Warhead can be attached to an animation, which, as long as it has a valid ExpireAnim setting and a Damage tag, defines which armour types the animation can damage. Other tags do not work correctly with Animation warheads, including CellSpread and EMEffect.
[Special]
Note: this section is applicable to RA2/YR only.
Warhead=Special is a really special case. It is a dummy warhead which is used for spawner weapons (weapons which instead of firing spawn certain AircraftTypes to attack the target). The [Special] warhead for spawner weapons can be changed to a functioning and listed warhead with a different name and unique verses without crashing the game. Using a non existing warhead, like the [Special] warhead, makes the engine use default values.(See Spawns.)
As an Object
A warhead controls most of the weapon impact behaviour, including the damage multiplier for certain armor types, the spread of the damage, the graphics of the impact, and a lot of special case functionality.
See Warhead Flags for a list of flags applicable to a Warhead.
Notes
Warheads are the rock, scissors, paper of RA2 weapons.
The warhead in its most basic form is a multiplier to the damage of a weapon. 100% is the default and means that the weapons total damage equals: Damage= x1.0. If a warhead is only 25% effective then total damage equals: Damage x0.25. % settings can be higher the 100%, but there is a difference between a combo of Positive verses and negative Damage and a combo of negative Verses and positive Damage.
Warheads can also spawn particles, shake the screen, destroy tiberium and have special tags which releate to the immunetoxxxx tags.
Weapons | |||||
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Warheads | |||||
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Projectiles | |||||
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