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ROT: Difference between revisions

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* ROT 1 appears to be a special case:  
* ROT 1 appears to be a special case:  
** On aircraft, a projectile with an ROT of 1 will fire the weapon in a strafing pattern of single projectiles (ignoring {{Tt|Burst}}) until the weapon has been fired five times.
** On aircraft, a projectile with an ROT of 1 will, for each unit of ammo the aircraft carries, fire the weapon in a strafing pattern of single projectiles (ignoring {{Tt|Burst}}) until either the weapon has been fired five times, the target was destroyed, or the unit aborts its attack mission.
** On other objects, a projectile with a ROT of 1 will be fired in a straight line on their target (seen on the Cyborg Commando in [[Tiberian Sun]]).
** On other objects, a projectile with a ROT of 1 will be fired in a straight line on their target (seen on the Cyborg Commando in [[Tiberian Sun]]).
** Setting ROT to 1 appears to make the projectile default to a high acceleration, meaning that it will be fired at a low speed and accelerate as it moves towards its target, though modifying the {{Tt|Acceleration}} tag can prevent this in order to generate a smoother flight.
** Setting ROT to 1 appears to make the projectile default to a high acceleration, meaning that it will be fired at a low speed and accelerate as it moves towards its target, though modifying the {{Tt|Acceleration}} tag can prevent this in order to generate a smoother flight.

Revision as of 11:45, 24 March 2011

Tiberian Dawn The Covert Operations Red Alert Counterstrike Aftermath Tiberian Sun Firestorm HyperPatch Red Alert 2 Yuri's Revenge Ares Generals Zero Hour Tiberium Wars Kane's Wrath
Flag: ROT
File(s): rules(md).ini
Values: Unsigned integers: All non-negative whole numbers from 0 to either 32767, 2147483647 or 4294967295.
Default: ?
Applicable to: TechnoTypes:

AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes, Projectiles



On Infantry/Vehicle/Aircraft/Building Types

Determines the Rate Of Turn of this object and/or its turret, if applicable. Bigger number = faster turn.

On Projectiles

A non-zero value means this projectile can home-in on its target. A value of 0 disables homing behavior and leaves the projectile to fly straight. Note that this method of straight flight is buggy in TS and ever since.

  • ROT 1 appears to be a special case:
    • On aircraft, a projectile with an ROT of 1 will, for each unit of ammo the aircraft carries, fire the weapon in a strafing pattern of single projectiles (ignoring Burst) until either the weapon has been fired five times, the target was destroyed, or the unit aborts its attack mission.
    • On other objects, a projectile with a ROT of 1 will be fired in a straight line on their target (seen on the Cyborg Commando in Tiberian Sun).
    • Setting ROT to 1 appears to make the projectile default to a high acceleration, meaning that it will be fired at a low speed and accelerate as it moves towards its target, though modifying the Acceleration tag can prevent this in order to generate a smoother flight.
    • Projectiles with an ROT of 1 are known to act strangely when fired at certain angles or distances. They will sometimes "overshoot" their target and fly on past the map boundaries, but re-enter the map later, hitting their target. Other unusual behaviour has been observed regarding flight characteristics, especially when an ROT of 1 is coupled with AA=yes or Inaccurate=yes / FlakScatter=yes, though this might hold true for all projectiles with a ROT greater than 0 and Inaccurate or FlakScatter (needs testing). The most obscure effects are obtained by firing an inaccurate / flakscattering projectile with an ROT of 1 from aircraft, which will give an extreme form of the "Circling Missile bug".


Mind that:

  • setting a predefined flight path (via Arcing=yes / Lobber=yes and similar) will make the game ignore any ROT set on the projectile; the flight path determined by the former two tags takes precedence.
This needs testing
The following section contains information that has not been personally confirmed by the revision's author; readers are encouraged to test it themselves and update the section accordingly.

  • setting Ranged=yes forces the projectile to respect the weapon's Range setting, meaning it can only follow a target so long as the target is within the weapon's range from the location it was fired from. Reaching the limits of this range will cause the projectile to detonate. If "Ranged=" is set to "no", the projectile will follow its target indefinitely until it is either triggered to detonate (by hitting the target, Proxy fuse or maybe some other trigger mechanic that can be coded) or is destroyed (say by Firestorm) or the the target is destroyed by other means, which will cause the projectile to instantly detonate (which is true for any homing projectile).