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AirburstWeapon: Difference between revisions

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If set, this projectile will fly over its target and detonate, firing 9 of these weapons down on and around the target. To work properly, the projectile also needs <tt>[[Airburst]]=yes</tt>. Those 9 shots will cover the 3x3 cell area centered on the target.  
If set, this projectile will fly over its target and detonate, firing ''X'' instances of this weapon down on and around the target, where ''X'' is the <tt>[[Cluster]]</tt> set on the projectile. To work properly, the projectile also needs <tt>[[Airburst]]=yes</tt>. Those 9 shots will cover the 3x3 cell area centered on the target.  
This was used for the MultiMissile in TS.
This was used for the MultiMissile in TS.



Revision as of 15:49, 7 September 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: AirburstWeapon
File(s): Rules(md).ini
Values: Strings (Names of Weapons)
Applicable to: Projectiles


If set, this projectile will fly over its target and detonate, firing X instances of this weapon down on and around the target, where X is the Cluster set on the projectile. To work properly, the projectile also needs Airburst=yes. Those 9 shots will cover the 3x3 cell area centered on the target. This was used for the MultiMissile in TS.

Note: Like with ShrapnelWeapon, the weapon referenced here must be attached to some (potentially dummy) unit, so that the game loads it at startup. Failure to do so will result in Internal Errors when this weapon is supposed to fire.

Automatic List Inclusion

Objects used as values for this flag are automatically listed under the appropriate internal array. However no harm can be done by listing them manually.