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

Projectile: Difference between revisions

From ModEnc
Jump to navigation Jump to search
m Reverted edit of 85.255.114.131, changed back to last version by DCoder
Rewrite, categs
Line 1: Line 1:
{{flag|name=Projectile|files=rules(md).ini|values=Names of Projectiles|special=None|default=None|types=Weapons, [Maximums]|games=RA, TS, FS, RA2, YR}}
{{Flag
|name={{PAGENAME}}
|files={{Categ|Rules(md).ini}}
|values=strings (names of Projectiles) / unsigned integers
|special=None
|default=null
|types={{Categ|Weapon|Weapons}}, {{Categ|Maximums}}
|games=[[RA]], [[TS]], [[RA2]], [[YR]]
}}
 
==As a Flag==
==As a Flag==
In all [[rules|rules(md).ini]] based C&Cs, <tt>Projectile=</tt> determines which Projectile a [[Weapon]] should use.


In [[Red Alert]], it is also a valid flag of the [[Maximums|<nowiki>[Maximums]</nowiki>]] 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.)
In all [[rules|rules(md).ini]] based C&Cs, <tt>Projectile=</tt> determines which Projectile a [[weapon]] should use.
 
In [[Red Alert]], it is also a valid flag of the [{{TTL|Maximums}}] section, specifying the maximum amount of projectile types that can exist at the same time. ('''Note:''' In that case, the accepted values are unsigned integers. Definitely not names of projectiles.)


==As an Object==
==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.
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 [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:rules(md).ini Flags]]
[[Category:Projectile Flags]]
[[Category:Projectile Flags]]

Revision as of 10:16, 13 July 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: Projectile
File(s): Rules(md).ini
Values: strings (names of Projectiles) / unsigned integers
Special Values: None
Default: null
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 [[[:Template:TTL]]] section, specifying the maximum amount of projectile types that can exist at the same time. (Note: In that case, the accepted values are unsigned integers. Definitely 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.