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ROT: Difference between revisions

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{{NeedTesting}}
{{NeedTesting}}
* setting {{TTL|Ranged|yes}} forces the projectile to respect the weapon's {{TTL|Range}} setting. Otherwise it will follow its target indefinitely.
* setting {{TTL|Ranged|yes}} forces the projectile to respect the weapon's {{TTL|Range}} setting, meaning it can only follow a target so long as the target is within the weapon's range from the location it was fired from. Reaching the limits of this range will cause the projectile to detonate. If "''Ranged=''" is set to "''no''", the projectile will follow its target indefinitely until it is either triggered to detonate (by hitting the target, Proxy fuse or maybe some other trigger mechanic that can be coded) or is destroyed (say by Firestorm) or the the target is destroyed by other means, which will cause the projectile to instantly detonate (which is true for any homing projectile).

Revision as of 16:46, 1 February 2008

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: ROT
File(s): Rules(md).ini
Values: unsigned integers
Default: ?
Applicable to: InfantryTypes, VehicleTypes, AircraftTypes, BuildingTypes, Projectiles


On Infantry/Vehicle/Aircraft/Building Types

Determines the Rate Of Turn of this object and/or its turret, if applicable. Bigger number = faster turn.

On Projectiles

A non-zero value means this projectile can home-in on its target. A value of 0 disables homing behavior and leaves the projectile to fly straight.

On aircraft, a projectile with an ROT of 1 will fire the weapon in a strafing pattern of single projectiles until the target either moves out of range or the aircraft itself flies directly over and past the target regardless of what the weapons burst count is.
Mind that:

Template:NeedTesting

  • setting Template:TTL forces the projectile to respect the weapon's Template:TTL setting, meaning it can only follow a target so long as the target is within the weapon's range from the location it was fired from. Reaching the limits of this range will cause the projectile to detonate. If "Ranged=" is set to "no", the projectile will follow its target indefinitely until it is either triggered to detonate (by hitting the target, Proxy fuse or maybe some other trigger mechanic that can be coded) or is destroyed (say by Firestorm) or the the target is destroyed by other means, which will cause the projectile to instantly detonate (which is true for any homing projectile).