ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.

ShrapnelWeapon: Difference between revisions

From ModEnc
Jump to navigation Jump to search
No edit summary
 
Rewrite
Line 1: Line 1:
{{DeeZireInclusion}}<br />
{{Flag
Specifies the weapon that is fired when this projectile explodes at its target. This is used to create the Prism Tank weapon effect. For this to work, the projectile also requires a ShrapnelCount=, and the ShrapnelWeapon= itself must be defined as a weapon in its own right in the RULES file, with its own Projectile= and Warhead=, and that weapon must be allocated to a unit in the game (typically a 'placeholder' solely for this purpose) even if that unit never actually gets used.
|name=[[ShrapnelWeapon]]
|files={{Categ|rules(md).ini}}
|values=Strings (Names of Weapons)
|special=None
|default=none
|types={{Categ|Projectile|Projectiles}}
|games=[[RA2]], [[YR]]
}}
 
If set, the warhead will fire this weapon upon detonation, from the impact point, if the impact point is not inside a structure. The amount of shots to fire is set by <tt>[[ShrapnelCount]]=</tt>. <br />
This is used for the Prism Tank reflection effect.
 
'''Note:''' this weapon has to be attached to some (potentially dummy) unit, so that the game loads this weapon at startup time. Failing to do so will result in [[Internal Error]]s whenever the shrapnel effect is supposed to fire.

Revision as of 06:14, 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: ShrapnelWeapon
File(s): rules(md).ini
Values: Strings (Names of Weapons)
Special Values: None
Default: none
Applicable to: Projectiles


If set, the warhead will fire this weapon upon detonation, from the impact point, if the impact point is not inside a structure. The amount of shots to fire is set by ShrapnelCount=.
This is used for the Prism Tank reflection effect.

Note: this weapon has to be attached to some (potentially dummy) unit, so that the game loads this weapon at startup time. Failing to do so will result in Internal Errors whenever the shrapnel effect is supposed to fire.