Warhead: Difference between revisions
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== As a Flag == | == As a Flag == | ||
In all [[Rules|rules(md).ini]]-based C&Cs, <tt>Warhead | In all [[Rules|rules(md).ini]]-based C&Cs, <tt>Warhead</tt> defines a Warhead that this [[Weapons|weapon]]/[[VoxelAnims|debris]] should use to deal damage upon impact. | ||
In [[Red_Alert|Red Alert]], it is also a flag in the [<tt>[[Maximums]]</tt>] section, defining the maximum amount of Warhead types that can co-exist at the same time. '''Note:''' In this case, the value is an integer, not a string. | In [[Red_Alert|Red Alert]], it is also a flag in the [<tt>[[Maximums]]</tt>] section, defining the maximum amount of Warhead types that can co-exist at the same time. '''Note:''' In this case, the value is an integer, not a string. | ||
In [[Art|art(md).ini]], <tt>Warhead | In [[Art|art(md).ini]], <tt>Warhead</tt> can be attached to an animation, which, as long as it has a valid <tt>[[Damage]]</tt> tag, defines which armour types the animation can damage. Other tags do not work correctly with Animation warheads, including <tt>[[CellSpread]]</tt> and <tt>[[EMEffect]]</tt> | ||
== As an Object == | == As an Object == | ||
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<tt>Warhead=Special</tt> is a ''really'' special case. It is used for spawner weapons (weapons which instead of firing spawn certain <tt>[[AircraftTypes]]</tt> to attack the target). (See <tt>[[Spawns]]</tt>.) | <tt>Warhead=Special</tt> is a ''really'' special case. It is used for spawner weapons (weapons which instead of firing spawn certain <tt>[[AircraftTypes]]</tt> to attack the target). (See <tt>[[Spawns]]</tt>.) | ||
== | == Notes == | ||
Warheads are the rock, scissors, paper of RA2 weapons. | Warheads are the rock, scissors, paper of RA2 weapons. |
Revision as of 22:38, 7 January 2008
Flag: | Warhead |
File(s): | Rules(md).ini, Art(md).ini |
Values: | strings (Names of Warheads) |
Special Values: | Special (see below) |
Default: | null |
Applicable to: | Weapons, VoxelAnims |
As a Flag
In all rules(md).ini-based C&Cs, Warhead defines a Warhead that this weapon/debris should use to deal damage upon impact.
In Red Alert, it is also a flag in the [Maximums] section, defining the maximum amount of Warhead types that can co-exist at the same time. Note: In this case, the value is an integer, not a string.
In art(md).ini, Warhead can be attached to an animation, which, as long as it has a valid Damage tag, defines which armour types the animation can damage. Other tags do not work correctly with Animation warheads, including CellSpread and EMEffect
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.
Special
Note: this section is applicable to RA2/YR only.
Warhead=Special is a really special case. It is used for spawner weapons (weapons which instead of firing spawn certain AircraftTypes to attack the target). (See Spawns.)
Notes
Warheads are the rock, scissors, paper of RA2 weapons.
The warhead in its most basic form is a multipler 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%.
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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