Psychedelic: Difference between revisions
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{{ | {{Flag | ||
|values={{Values|boolean}} | |||
|default=no | |||
|types={{Categ|Warheads}} | |||
|yr=yes | |||
|rp=yes | |||
}} | |||
Determines whether or not this is a 'chaos' warhead - if set to <tt>yes</tt>, units affected by this warhead will go berserk for a number of frames specified by the {{TTL|Damage}} of the weapon that invoked this warhead. {{TTL|Verses}} and armor multipliers are taken into account and will affect this. | |||
Berserk units ignore any orders and will start attacking nearby units, treating friendly units as if they were enemies in its threat scan (unless {{TTL|BerserkFriendly|yes}} is set on the berserk unit). | |||
Berserk units are tinted using a color from the [{{TTL|ColorAdd}}] section determined by the index specified by [{{TTL|AudioVisual}}]{{arr|r}}{{TTL|BerserkColor}}. | |||
Units with {{TTL|ImmuneToPsionics|yes}} set are immune to the effects of {{TTL|Psychedelic|yes}} warheads.<br> | |||
Units that are owned by the same player as the unit that fired a weapon with a {{TTL|Psychedelic|yes}} warhead will not be affected by that warhead. | |||
==Problems== | |||
*Unlike human players, the AI can still issue orders to berserk units so sometimes such units may not appear to be berserk despite having been hit by a {{TTL|Psychedelic|yes}} warhead and having a tinted appearance. This is most noticeable in non-[[ShortGame|short games]] when an AI player sells up and makes their 'last ditch' attempt to attack their enemy. | |||
*[[AircraftTypes]] can be affected by {{TTL|Psychedelic|yes}} warheads [if a chaos weapon capable of hitting aircraft were added to the game] but berserk aircraft are not tinted. |
Revision as of 21:15, 18 May 2008
Flag: | Psychedelic |
File(s): | rules(md).ini |
Values: | Boolean values: yes or no, true or false, 1 or 0 |
Default: | no |
Applicable to: | Warheads |
Determines whether or not this is a 'chaos' warhead - if set to yes, units affected by this warhead will go berserk for a number of frames specified by the Template:TTL of the weapon that invoked this warhead. Template:TTL and armor multipliers are taken into account and will affect this.
Berserk units ignore any orders and will start attacking nearby units, treating friendly units as if they were enemies in its threat scan (unless Template:TTL is set on the berserk unit).
Berserk units are tinted using a color from the [[[:Template:TTL]]] section determined by the index specified by [[[:Template:TTL]]]→Template:TTL.
Units with Template:TTL set are immune to the effects of Template:TTL warheads.
Units that are owned by the same player as the unit that fired a weapon with a Template:TTL warhead will not be affected by that warhead.
Problems
- Unlike human players, the AI can still issue orders to berserk units so sometimes such units may not appear to be berserk despite having been hit by a Template:TTL warhead and having a tinted appearance. This is most noticeable in non-short games when an AI player sells up and makes their 'last ditch' attempt to attack their enemy.
- AircraftTypes can be affected by Template:TTL warheads [if a chaos weapon capable of hitting aircraft were added to the game] but berserk aircraft are not tinted.