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m Removing outdated categ usage, touching up (TODO: revise OverlayTypes section)
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m Fixing minor wording and style problems.
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{{Flag
{{Flag
|name=Explodes
|files={{Categ|ini=rules}}
|values={{Values|boolean}}
|values={{Values|boolean}}
|default=no
|default=false
|types={{Categ|Technoes}}, {{Categ|OverlayTypes}}
|types={{Categ|Technoes}}; {{Categ|OverlayTypes}}
|ts=yes
|ts=yes
|fs=yes
|fs=yes
Line 11: Line 13:
}}
}}


== For Techno Types ==
== For TechnoTypes ==


=== In Tiberian Sun and Firestorm ===
=== In Tiberian Sun and Firestorm ===
If {{TTL|Explodes|yes}} is set on a unit then, when that unit is destroyed, the unit's {{TTL|Primary}} [[weapon]] will be fired at the [[cell]] that the unit occupies when it is destroyed. If the unit does not have {{TTL|Primary}} set then {{TTL|Explodes|yes}} will have no effect.
If {{TTL|Explodes|yes}} is set on a unit, its {{TTL|Primary}} [[weapon]] will be fired once at the [[cell]] that the unit occupies when it is destroyed. If the unit does not have {{TTL|Primary}} set then {{TTL|Explodes|yes}} will have no effect.


In a special case, if the unit has {{TTL|Storage}} set, as well as {{TTL|Explodes|yes}} set, then it will cause an explosion when destroyed with damage proportional to the amount of [[Tiberium]] contained inside. A theoretical formula is ''amount of [[bail]]s stored * [{{TTL|CombatDamage}}]{{arr|r}}{{TTL|TiberiumExplosionDamage}}'', although this is unconfirmed.
In a special case, if the unit has {{TTL|Storage}} set to a positive [[Help:Values#Integers|integer]], as well as {{TTL|Explodes|yes}} set, then it will cause an explosion when destroyed with damage proportional to the amount of [[Tiberium]] contained inside. A theoretical formula is ''amount of [[bail]]s stored * [{{TTL|CombatDamage}}]{{arr|r}}{{TTL|TiberiumExplosionDamage}}'', although this is unconfirmed.


=== In Red Alert 2 and Yuri's Revenge ===
=== In Red Alert 2 and Yuri's Revenge ===
If {{TTL|Explodes|yes}} is set on a unit then, when that unit is destroyed by a non-[[Temporal]] [[warhead]], a weapon will be fired at the [[cell]] that that unit occupies when it is destroyed. See [[DeathWeapon#As_a_concept|death weapon]] for more details.
If {{TTL|Explodes|yes}} is set on a unit, a certain weapon will be fired at the [[cell]] that the unit occupies when it is destroyed by a [[warhead]] with {{TTL|Temporal|no}}:
<br>If {{tt|[[DeathWeapon#For_TechnoTypes|DeathWeapon]]}} is specified on the unit then that weapon will be fired.
# If {{tt|[[DeathWeapon#For_TechnoTypes|DeathWeapon]]}} is specified on the unit then that weapon will be fired.
<br>If {{tt|[[DeathWeapon#For_TechnoTypes|DeathWeapon]]}} is not specified on the unit then the unit's [[Primary#Current_Primary_Weapon|current primary weapon]] will be fired instead.
# If {{tt|DeathWeapon}} is not specified on the unit then the its [[Primary#Current_Primary_Weapon|current primary weapon]] will be fired instead.
<br>If the unit does not have a current primary weapon, ''and'' a unit-specific {{tt|[[DeathWeapon#For_TechnoTypes|DeathWeapon]]}} has not been specified either, then the default death weapon (specified by [{{TTL|CombatDamage}}]{{arr|r}}{{tt|[[DeathWeapon#For_.5BCombatDamage.5D|DeathWeapon]]}}) will be fired instead.
# If the unit has neither a {{tt|DeathWeapon}} nor a current primary weapon, the default [[DeathWeapon#As_a_concept|death weapon]] specified by {{sl|CombatDamage}}{{arr}}{{tt|[[DeathWeapon#For_.5BCombatDamage.5D|DeathWeapon]]}} will be fired instead.


== For OverlayTypes ==
== For OverlayTypes ==
This feature was not used in either {{Ts}} or {{Ra2}}, though the logic is still present. If an {{TTL|OverlayType}} has {{TTL|Explodes|yes}} set then it will have the following effects when it is destroyed:
This feature was neither used in {{Ts}} nor {{Ra2}}, though the logic is still present. If an [[OverlayType]] has {{TTL|Explodes|yes}} set, then it will have the following effects when it is destroyed:
*Display the animation defined by [{{TTL|General}}]{{TTL|BarrelExplode}}=.
* Display the [[animation]] specified by {{sl|General|BarrelExplode}}.
*Spawn the debris defined by [{{TTL|General}}]{{TTL|BarrelDebris}}=.
* Spawn the [[debris]] specified by {{sl|General|BarrelDebris}}.
*Spawn the particle defined by [{{TTL|General}}]{{TTL|BarrelParticle}}=.
* Spawn the [[particle]] specified by {{sl|General|BarrelParticle}}.
*Deal damage to the cell it occupied defined by [{{TTL|CombatDamage}}]{{TTL|AmmoCrateDamage}}=.
* Deal damage to the [[cell]] it occupied specified by {{sl|CombatDamage|AmmoCrateDamage}}.


== See Also ==
== See also ==
*[[Recreating Tiberium Damage in Yuri%27s Revenge#Explosive Tiberium|Explosive Tiberium in RA2]]
* [[Recreating Tiberium Damage in Yuri%27s Revenge#Explosive Tiberium|Explosive Tiberium in RA2]]
*{{TTL|DeathWeapon}}

Revision as of 16:46, 5 June 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: Explodes
File(s): rules(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: false
Applicable to: TechnoTypes:

AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes; OverlayTypes



For TechnoTypes

In Tiberian Sun and Firestorm

If Template:TTL is set on a unit, its Template:TTL weapon will be fired once at the cell that the unit occupies when it is destroyed. If the unit does not have Template:TTL set then Template:TTL will have no effect.

In a special case, if the unit has Template:TTL set to a positive integer, as well as Template:TTL set, then it will cause an explosion when destroyed with damage proportional to the amount of Tiberium contained inside. A theoretical formula is amount of bails stored * [[[:Template:TTL]]]→Template:TTL, although this is unconfirmed.

In Red Alert 2 and Yuri's Revenge

If Template:TTL is set on a unit, a certain weapon will be fired at the cell that the unit occupies when it is destroyed by a warhead with Template:TTL:

  1. If DeathWeapon is specified on the unit then that weapon will be fired.
  2. If DeathWeapon is not specified on the unit then the its current primary weapon will be fired instead.
  3. If the unit has neither a DeathWeapon nor a current primary weapon, the default death weapon specified by [CombatDamage]DeathWeapon will be fired instead.

For OverlayTypes

This feature was neither used in Tiberian Sun nor Red Alert 2, though the logic is still present. If an OverlayType has Template:TTL set, then it will have the following effects when it is destroyed:

See also