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IsMagBeam: Difference between revisions
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a bug |
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|files={{Categ|Rules(md).ini|Rulesmd.ini}} | |files={{Categ|Rules(md).ini|Rulesmd.ini}} | ||
|values=boolean | |values=boolean | ||
|default=no | |default=no | ||
|types={{Categ|Weapon|Weapons}} | |types={{Categ|Weapon|Weapons}} | ||
| | |yr=yes | ||
|rp=yes | |||
}} | }} | ||
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''Note:'' if the projectile is invisible, then the warhead will detonate when the wave hits the target. If it is visible, this wave will be only a graphic effect, and the warhead will detonate when the visible projectile hits. However, AI units will "sense" the wave and try to scatter before the projectile hits. | ''Note:'' if the projectile is invisible, then the warhead will detonate when the wave hits the target. If it is visible, this wave will be only a graphic effect, and the warhead will detonate when the visible projectile hits. However, AI units will "sense" the wave and try to scatter before the projectile hits. | ||
{{Bugs}} | |||
If the target moves out of Weapon's Range, the MagBeam will still be drawn and AmbientDamage will still work. | |||
*This bug has been fixed in Ares 0.B. |
Latest revision as of 13:22, 2 May 2021
Flag: | IsMagBeam |
File(s): | Rulesmd.ini |
Values: | boolean |
Default: | no |
Applicable to: | Weapons |
If set, the game will draw a colored wave along the projectile path (target -> firer when targeting VehicleTypes, reversed otherwise). This is used on the Magnetron. A similar, but broken wave can be created by using IsSonic=yes on the weapon instead.
Note: if the projectile is invisible, then the warhead will detonate when the wave hits the target. If it is visible, this wave will be only a graphic effect, and the warhead will detonate when the visible projectile hits. However, AI units will "sense" the wave and try to scatter before the projectile hits.
Bugs/Side-Effects/Unexpected Limitations
If the target moves out of Weapon's Range, the MagBeam will still be drawn and AmbientDamage will still work.
- This bug has been fixed in Ares 0.B.