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Warhead: Difference between revisions

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m Reverted edit of 85.255.114.134, changed back to last version by AlliedG
Flag info, categories
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''' Allied General '''
{{Flag
|name=Warhead
|files=rules(md).ini, art(md).ini
|values=strings (Names of Warheads)
|special=Special (see [[#Special|below]])
|default=null
|types=[[Weapons]], [[DebrisTypes]]
|games=[[RA1]], [[TS]], [[RA2]], [[YR]]
}}
 
== As a Flag ==
 
In all [[Rules|rules(md).ini]]-based C&Cs, <tt>Warhead=</tt> defines a Warhead that this [[Weapons|weapon]]/[[DebrisTypes|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.
 
== 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.
 
== Special ==
 
<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>.)
 
== Allied General's notes ==


Warheads are the rock, scissors, paper of RA2 weapons.
Warheads are the rock, scissors, paper of RA2 weapons.
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More detailed information can be found by registering at [http://www.deezire.net/ Deezire Online] and downloading the offical RA2 Editing Guide and reading the word document RULES4
More detailed information can be found by registering at [http://www.deezire.net/ Deezire Online] and downloading the offical RA2 Editing Guide and reading the word document RULES4
[[Category:INI Flags]]
[[Category:Rules(md).ini Flags]]
[[Category:Art(md).ini Flags]]
[[Category:Weapon Flags]]
[[Category:VoxelDebris Flags]]

Revision as of 06:01, 6 May 2006

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: Warhead
File(s): rules(md).ini, art(md).ini
Values: strings (Names of Warheads)
Special Values: Special (see below)
Default: null
Applicable to: Weapons, DebrisTypes


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.

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

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.)

Allied General's 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

More detailed information can be found by registering at Deezire Online and downloading the offical RA2 Editing Guide and reading the word document RULES4