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rewrite in light of talk page comments, added 'as a concept' and 'see also' sections
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==For [CombatDamage]==
=As a concept=
When some units are destroyed they explode, potentially damaging surrounding objects. This effect is achieved in-game by setting {{TTL|Explodes|yes}} on the object - this tells the game to fire a weapon at the [[cell]] previously occupied by the destroyed unit. See the flags below for how that 'death weapon' is determined.
 
=For [CombatDamage]=
{{Flag
{{Flag
|values={{values|string|[[Weapons]]}}
|values={{values|string|[[Weapons]]}}
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|rp=yes
|rp=yes
}}
}}
When a [[TechnoType]] is destroyed, this flag specifies the default Weapon fired at the [[cell]] previously occupied by that TechnoType. This can be overridden by specifying an armament on the TechnoType itself, via {{TTL|Primary}}, {{TTL|WeaponX}}, or {{tt|DeathWeapon}}{{Sup|[[DeathWeapon#For_TechnoTypes|{{Arr|d}}]]}}. The {{tt|DeathWeapon}} effect requires that {{TTL|Explodes|yes}} be set as well.
Specifies the default [[DeathWeapon#As_a_concept|death weapon{{Sup|{{arr|u}}}}]] to use when a unit with {{TTL|Explodes|yes}} set is destroyed. This is only used if the exploding unit does not have a ''current'' primary weapon (see {{TTL|Primary}} for how this may be determined) ''and'' has not specified its own [[DeathWeapon#For_TechnoTypes|{{tt|DeathWeapon}}{{Sup|{{arr|d}}}}]].
 
 


==For TechnoTypes==
=For TechnoTypes=
{{Flag
{{Flag
|values={{values|string|[[Weapons]]}}
|values={{values|string|[[Weapons]]}}
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}}
}}


When a TechnoType is destroyed, {{tt|DeathWeapon}} specifies the Weapon fired at the [[cell]] previously occupied by that TechnoType. This acts as an override to the default {{tt|DeathWeapon}}{{Sup|[[DeathWeapon#For_.5BCombatDamage.5D|{{Arr|u}}]]}} (in [CombatDamage]) and to any armament specified on the TechnoType itself, via {{TTL|Primary}} or {{TTL|WeaponX}}. The {{tt|DeathWeapon}} effect requires that {{TTL|Explodes|yes}} be set as well.
Specifies the [[DeathWeapon#As_a_concept|death weapon{{Sup|{{arr|u}}}}]] to use when this unit is destroyed in-game (assuming that this unit also has {{TTL|Explodes|yes}} set). Note that {{tt|DeathWeapon}} on the unit overrides any other method{{Sup|[[DeathWeapon#For_.5BCombatDamage.5D|{{Arr|u}}]]}} for determing the [[DeathWeapon#As_a_concept|death weapon{{Sup|{{arr|u}}}}]] to use.
 
=See Also=
*{{TTL|Explodes}}
*{{TTL|DeathWeaponDamageModifier}}

Revision as of 19:25, 20 April 2008

As a concept

When some units are destroyed they explode, potentially damaging surrounding objects. This effect is achieved in-game by setting Template:TTL on the object - this tells the game to fire a weapon at the cell previously occupied by the destroyed unit. See the flags below for how that 'death weapon' is determined.

For [CombatDamage]

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: DeathWeapon
File(s): rules(md).ini
Values: Strings: Normal text. (Limited to: Weapons)
Default: none
Applicable to: CombatDamage


Specifies the default death weapon to use when a unit with Template:TTL set is destroyed. This is only used if the exploding unit does not have a current primary weapon (see Template:TTL for how this may be determined) and has not specified its own DeathWeapon.

For TechnoTypes

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: DeathWeapon
File(s): rules(md).ini
Values: Strings: Normal text. (Limited to: Weapons)
Default: none
Applicable to: TechnoTypes


Specifies the death weapon to use when this unit is destroyed in-game (assuming that this unit also has Template:TTL set). Note that DeathWeapon on the unit overrides any other method for determing the death weapon to use.

See Also