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{{DeeZireInclusion}}<br />
{{Flag
Can be set to 'yes' or 'no' and specifies that the weapon and warhead utilize an internal routine that draws a colored line from the attacker to the target with a kind of 'wave' effect. This is only used by the Dolphin in Red Alert 2 (it is modified code from the Disruptor in Tiberian Sun). It is not known if the line can be made continuous (as in Tiberian Sun) rather than 'broken', although the IsMagBeam=yes tag on a weapon in Yuri's Revenge creates a similar effect.<br />
|name=IsSonic
Projectiles (often referred to throughout the game files as 'bullets' or 'bullet types') form the delivery method of the weapon - the weapon defines what happens, the warhead defines how and what against, and the projectile delivers the effect from the firer to the target. NOTE: the Splits= tag is removed from the game when you install Yuri's Revenge or patch Red Alert 2 to 1.005 or later, although the tag never functioned anyway as only part of the logic was residual from Tiberian Sun: Firestorm, which meant the RetargetAccuracy= tag which was needed for that logic was never present in Red Alert 2. As a result, it no longer gets parsed or acknowledged so for the purposes of this guide it simply does not exist anymore. The same is true of the Parachuted= tag.
|files={{Categ|Rules(md).ini}}
|values=boolean
|special=None
|default=no
|types={{Categ|Weapon|Weapons}}
|games=[[TS]], [[RA2]], [[YR]]
}}
 
If set, the game will draw a colored wave along the projectile path (It is used for the Disruptor in TS and the Dolphin in RA2). In TS, the wave is continuous, in RA2, it is not. In YR, <tt>[[IsMagBeam]]=yes</tt> provides a similar effect, but it is drawn in the reverse direction (from the target towards the firing unit) when attacking [[VehicleTypes]].
 
''Note:'' if the projectile is invisible, then the warhead will detonate when the wave hits the target. If it is visible, this wave will be only a graphic effect, and the warhead will detonate when the visible projectile hits. However, AI units will "sense" the wave and try to scatter before the projectile hits.

Revision as of 07:05, 7 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: IsSonic
File(s): Rules(md).ini
Values: boolean
Special Values: None
Default: no
Applicable to: Weapons


If set, the game will draw a colored wave along the projectile path (It is used for the Disruptor in TS and the Dolphin in RA2). In TS, the wave is continuous, in RA2, it is not. In YR, IsMagBeam=yes provides a similar effect, but it is drawn in the reverse direction (from the target towards the firing unit) when attacking VehicleTypes.

Note: if the projectile is invisible, then the warhead will detonate when the wave hits the target. If it is visible, this wave will be only a graphic effect, and the warhead will detonate when the visible projectile hits. However, AI units will "sense" the wave and try to scatter before the projectile hits.