Difference between revisions of "Projectile"
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A projectile is the part of the weapon which, after graphically flying through a certain path, calls the [[Warhead]] that does the damage. | A projectile is the part of the weapon which, after graphically flying through a certain path, calls the [[Warhead]] that does the damage. | ||
− | Some basic flags: | + | Some basic flags (most of them don't apply to RA1): |
− | Image= the image used for the projectile | + | [[Image]]= the image used for the projectile |
− | Rotates= does the image file have seperate frames for each direction? | + | [[Rotates]]= does the image file have seperate frames for each direction? (TS+ only) |
− | ROT= how fast does the projectile adjust it's direction towards the target? 0 indicates a non-homing projectile | + | [[ROT]]= how fast does the projectile adjust it's direction towards the target? 0 indicates a non-homing projectile |
− | SubjectToCliffs= determines if the projectile is blocked by the cliffs on the map. | + | [[SubjectToCliffs]]= determines if the projectile is blocked by the cliffs on the map. (RA2+ only) |
− | SubjectToElevation= determines if the projectile is | + | [[SubjectToElevation]]= determines if the projectile is modified in accordance to the [ElevationModel] configuration, aka whether it gets a bonus from range differences. (RA2+ only) |
− | SubjectToWalls= determines if the projectile is blocked by walls | + | [[SubjectToWalls]]= determines if the projectile is blocked by walls (RA2+ only) |
− | Arcing= defines if the projectile travels in a ballistic angle rather than in a straight line. This makes it inaccurate, the degree of which is set by BallisticScatter= in [CombatDamage] | + | [[Arcing]]= defines if the projectile travels in a ballistic angle rather than in a straight line. This makes it inaccurate, the degree of which is set by BallisticScatter= in [CombatDamage] |
− | AA= can this projectile be fired at air targets? (defaults to no | + | [[AA]]= can this projectile be fired at air targets? (defaults to no) |
− | |||
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+ | [[AG]]= can this projectile be fired at ground targets? (defaults to yes) | ||
A complete list of flags can be found in the RULES4 file of the [http://www.deezire.net/modules.php?name=Downloads&d_op=getit&lid=4 Red Alert 2 & Yuris Revenge INI Editing Guide] | A complete list of flags can be found in the RULES4 file of the [http://www.deezire.net/modules.php?name=Downloads&d_op=getit&lid=4 Red Alert 2 & Yuris Revenge INI Editing Guide] | ||
[[Category:General_Editing_Information]] | [[Category:General_Editing_Information]] | ||
[[Category:INI_Flags]] | [[Category:INI_Flags]] |
Revision as of 14:20, 2 January 2006
Flag: | Projectile |
File(s): | rules(md).ini |
Values: | Names of Projectiles |
Special Values: | None |
Default: | None |
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 [Maximums] section, specifying the maximum amount of projectile types that can exist at the same time. (Note: In that case, the accepted values are probably unsigned integers. Definately 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.
Some basic flags (most of them don't apply to RA1):
Image= the image used for the projectile
Rotates= does the image file have seperate frames for each direction? (TS+ only)
ROT= how fast does the projectile adjust it's direction towards the target? 0 indicates a non-homing projectile
SubjectToCliffs= determines if the projectile is blocked by the cliffs on the map. (RA2+ only)
SubjectToElevation= determines if the projectile is modified in accordance to the [ElevationModel] configuration, aka whether it gets a bonus from range differences. (RA2+ only)
SubjectToWalls= determines if the projectile is blocked by walls (RA2+ only)
Arcing= defines if the projectile travels in a ballistic angle rather than in a straight line. This makes it inaccurate, the degree of which is set by BallisticScatter= in [CombatDamage]
AA= can this projectile be fired at air targets? (defaults to no)
AG= can this projectile be fired at ground targets? (defaults to yes)
A complete list of flags can be found in the RULES4 file of the Red Alert 2 & Yuris Revenge INI Editing Guide