Warhead: Difference between revisions
Appendix - Listing Applicable INI flags |
Removing outdated categ usage, touching up, reorganising |
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== As a Flag == | |||
=== On Weapons === | |||
{{Flag | {{Flag | ||
| | |values={{Values|strings|Warheads}} | ||
|special=Special (see [[#%5BSpecial%5D|below]]) | |||
|special=Special (see [[# | |||
|types={{Categ|Weapon|Weapons}}, {{Categ|VoxelAnims}} | |types={{Categ|Weapon|Weapons}}, {{Categ|VoxelAnims}} | ||
|ra=yes | |ra=yes | ||
Line 17: | Line 18: | ||
}} | }} | ||
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|Art(md).ini}} | |||
|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 {{TTL|ExpireAnim}} setting and a {{TTL|Damage}} tag, defines which armour types the animation can damage. Other tags do not work correctly with Animation warheads, including {{TTL|CellSpread}} and {{TTL|EMEffect}}. | |||
== 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 used for spawner weapons (weapons which instead of firing spawn certain [[AircraftTypes]] to attack the target). (See {{TTL|Spawns}}.) | |||
== 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 == | == Notes == | ||
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Warheads are the rock, scissors, paper of RA2 weapons. | Warheads are the rock, scissors, paper of RA2 weapons. | ||
The warhead in its most basic form is a | 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 | Warheads can also spawn particles, shake the screen, destroy tiberium and have special tags which releate to the immunetoxxxx tags. | ||
== Applicable INI Flags == | == Applicable INI Flags == |
Revision as of 17:52, 4 June 2008
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 Template:TTL setting and a Template:TTL tag, defines which armour types the animation can damage. Other tags do not work correctly with Animation warheads, including Template:TTL and Template:TTL.
[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 Template:TTL.)
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.
Applicable INI Flags
These tables show all INI flags applicable1 to Warhead. The flags are grouped by the internal classes the flags are inherited from, and then listed in the order they are read in by the game. You can re-sort the rows by column values by clicking the arrow icons in the column headings. Each flag can be clicked to visit its page for detailed information.
Please note that this section is accurate only for Yuri's Revenge. All other C&C games use different sets of flags.
1 ↑ "Applicable" in this context means "read from the INI files". Certain flags listed here don't have any effect ingame , but they are read and in certain cases cause a crash if not present. Again, refer to each flag's individual page for detailed information.
INI File | Section | Key | Value Type | Default Value | Adds to list |
---|---|---|---|---|---|
Rules(md).ini | Object's ID | Name | string(48 symbols) | ID | |
Rules(md).ini | Object's ID | UIName | string(31 symbol) | "" |
INI File | Section | Key | Value Type | Default Value | Adds to list |
---|---|---|---|---|---|
Rules(md).ini | Object's ID | Template:TTL | float | 0 | |
Rules(md).ini | Object's ID | Template:TTL | float | 0 | |
Rules(md).ini | Object's ID | Template:TTL | float | 1.0 | |
Rules(md).ini | Object's ID | Template:TTL | boolean | 0 | |
Rules(md).ini | Object's ID | Template:TTL | int | 5 | |
Rules(md).ini | Object's ID | Template:TTL | float | 1.0 | |
Rules(md).ini | Object's ID | Template:TTL | float | 0 | |
Rules(md).ini | Object's ID | Template:TTL | ParticleSystem | 0 | + |
Rules(md).ini | Object's ID | Template:TTL | boolean | 0 | |
Rules(md).ini | Object's ID | Template:TTL | boolean | 0 | |
Rules(md).ini | Object's ID | Template:TTL | boolean | 0 | |
Rules(md).ini | Object's ID | Template:TTL | boolean | 0 | |
Rules(md).ini | Object's ID | Template:TTL | boolean | 0 | |
Rules(md).ini | Object's ID | Template:TTL | boolean | 0 | |
Rules(md).ini | Object's ID | Template:TTL | boolean | 0 | |
Rules(md).ini | Object's ID | Template:TTL | boolean | 0 | |
Rules(md).ini | Object's ID | Template:TTL | boolean | 0 | |
Rules(md).ini | Object's ID | Template:TTL | boolean | 0 | |
Rules(md).ini | Object's ID | Template:TTL | boolean | 0 | |
Rules(md).ini | Object's ID | Template:TTL | boolean | 0 | |
Rules(md).ini | Object's ID | Template:TTL | boolean | 0 | |
Rules(md).ini | Object's ID | Template:TTL | boolean | 0 | |
Rules(md).ini | Object's ID | Template:TTL | boolean | 0 | |
Rules(md).ini | Object's ID | Template:TTL | vector<Animation> | {} | + |
Rules(md).ini | Object's ID | Template:TTL | int | 0 | |
Rules(md).ini | Object's ID | Template:TTL | float | 0.0 | |
Rules(md).ini | Object's ID | Template:TTL | int | 0 | |
Rules(md).ini | Object's ID | Template:TTL | boolean | 0 | |
Rules(md).ini | Object's ID | Template:TTL | boolean | 0 | |
Rules(md).ini | Object's ID | Template:TTL | boolean | 0 | |
Rules(md).ini | Object's ID | Template:TTL | boolean | 0 | |
Rules(md).ini | Object's ID | Template:TTL | boolean | 0 | |
Rules(md).ini | Object's ID | Template:TTL | boolean | 0 | |
Rules(md).ini | Object's ID | Template:TTL | boolean | 0 | |
Rules(md).ini | Object's ID | Template:TTL | boolean | 0 | |
Rules(md).ini | Object's ID | Template:TTL | CLSID | Teleport | |
Rules(md).ini | Object's ID | Template:TTL | boolean | 0 | |
Rules(md).ini | Object's ID | Template:TTL | boolean | 0 | |
Rules(md).ini | Object's ID | Template:TTL | boolean | 0 | |
Rules(md).ini | Object's ID | Template:TTL | boolean | 0 | |
Rules(md).ini | Object's ID | Template:TTL | boolean | 0 | |
Rules(md).ini | Object's ID | Template:TTL | boolean | 0 | |
Rules(md).ini | Object's ID | Template:TTL | boolean | 0 | |
Rules(md).ini | Object's ID | Template:TTL | float | 1.0 | |
Rules(md).ini | Object's ID | Template:TTL | boolean | 0 | |
Rules(md).ini | Object's ID | Template:TTL | boolean | 0 | |
Rules(md).ini | Object's ID | Template:TTL | boolean | 1 | |
Rules(md).ini | Object's ID | Template:TTL | boolean | 0 | |
Rules(md).ini | Object's ID | Template:TTL | boolean | 0 | |
Rules(md).ini | Object's ID | Template:TTL | int | 0 | |
Rules(md).ini | Object's ID | Template:TTL | int | 0 | |
Rules(md).ini | Object's ID | Template:TTL | int | 0 | |
Rules(md).ini | Object's ID | Template:TTL | int | 0 | |
Rules(md).ini | Object's ID | Template:TTL | int | 0 | |
Rules(md).ini | Object's ID | Template:TTL | int | 0 | |
Rules(md).ini | Object's ID | Template:TTL | vector<VoxelAnimation> | {} | + |
Rules(md).ini | Object's ID | Template:TTL | vector<int> | {} | |
Rules(md).ini | Object's ID | Template:TTL | float[11] | {1.0} |
Weapons | |||||
---|---|---|---|---|---|
Warheads | |||||
---|---|---|---|---|---|
Projectiles | |||||
---|---|---|---|---|---|