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Projectile: Difference between revisions
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m just the block |
Updated template. |
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Line 3: | Line 3: | ||
|files={{Categ|Rules(md).ini}} | |files={{Categ|Rules(md).ini}} | ||
|values=strings (names of Projectiles) / unsigned integers | |values=strings (names of Projectiles) / unsigned integers | ||
|default=null | |default=null | ||
|types={{Categ|Weapon|Weapons}}, {{Categ|Maximums}} | |types={{Categ|Weapon|Weapons}}, {{Categ|Maximums}} | ||
| | |ra=yes | ||
|cs=yes | |||
|am=yes | |||
|ts=yes | |||
|fs=yes | |||
|ets=yes | |||
|ra2=yes | |||
|yr=yes | |||
|rp=yes | |||
}} | }} | ||
Revision as of 17:00, 5 February 2007
Flag: | Projectile |
File(s): | Rules(md).ini |
Values: | strings (names of Projectiles) / unsigned integers |
Default: | null |
Applicable to: | Weapons, Maximums |
As a Flag
In all rules(md).ini based C&Cs, Projectile= determines which Projectile a weapon should use.
In Red Alert, it is also a valid flag of the [[[:Template:TTL]]] section, specifying the maximum amount of projectile types that can exist at the same time. (Note: In that case, the accepted values are unsigned integers. Definitely not names of projectiles.)
As an Object
A projectile is the part of the weapon which, after graphically flying through a certain path, calls the Warhead that does the damage.
See Category: Projectile Flags for a list of flags applicable to Projectiles.
Weapons | |||||
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Warheads | |||||
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Projectiles | |||||
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