Explodes: Difference between revisions
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=== In Tiberian Sun and Firestorm === | === In Tiberian Sun and Firestorm === | ||
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. | 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. | ||
The power of the explosion is proportional to the strength of the destroyed unit. The stronger the unit, the more powerful explosion. | |||
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 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. |
Revision as of 08:52, 13 September 2008
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.
The power of the explosion is proportional to the strength of the destroyed unit. The stronger the unit, the more powerful explosion.
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:
- If DeathWeapon is specified on the unit then that weapon will be fired.
- If DeathWeapon is not specified on the unit then the its current primary weapon will be fired instead.
- 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 the following will occur in order when the overlay is destroyed:
- The animation specified by [General]→BarrelExplode= will always be displayed.
- There is a 15% chance that one of the VoxelAnims specified by [General]→BarrelDebris= will be randomly selected and spawned.
- There is a 25% chance that the particle specified by [General]→BarrelParticle= will be spawned.
- The damage specified by [CombatDamage]→AmmoCrateDamage=, using the warhead specified by [CombatDamage]→C4Warhead=, will always be dealt to the cell the overlay occupied.