Warhead: Difference between revisions
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'''Note:''' this section is applicable to RA2/YR only. | '''Note:''' this section is applicable to RA2/YR only. | ||
{{Tt|1=Warhead=Special}} is a ''really'' special case. It is used for spawner weapons (weapons which instead of firing spawn certain [[AircraftTypes]] to attack the target). (See {{f|Spawns|link}}.) | {{Tt|1=Warhead=Special}} is a ''really'' special case. It is a dummy warhead which is used for spawner weapons (weapons which instead of firing spawn certain [[AircraftTypes]] to attack the target). The [Special] warhead for spawner weapons can be changed to a functioning and listed warhead with a different name without crashing the game. Using a non existing warhead, like the [Special] warhead, makes the engine use default values.(See {{f|Spawns|link}}.) | ||
== As an Object == | == As an Object == |
Revision as of 19:27, 24 May 2019
As a Flag
On Weapons
Flag: | Warhead |
File(s): | rules(md).ini |
Values: | Strings: Normal text. (Limited to: Warheads) |
Special Values: | Special (see below) |
Applicable to: | Weapons, VoxelAnims |
In all Rules(md).ini based C&Cs, Warhead defines a Warhead that this weapon/debris should use to deal damage upon impact.
In [Maximums]
Flag: | Warhead |
File(s): | rules(md).ini |
Values: | Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767. |
Special Values: | Special (see below) |
Applicable to: | Maximums |
This is also a flag in the [Maximums] section, defining the maximum amount of Warhead types that can co-exist at the same time.
On Animations
Flag: | Warhead |
File(s): | art(md).ini |
Values: | Strings: Normal text. (Limited to: Warheads) |
Special Values: | Special (see below) |
Applicable to: | Animations |
In art(md).ini, Warhead can be attached to an animation, which, as long as it has a valid ExpireAnim setting and a Damage tag, defines which armour types the animation can damage. Other tags do not work correctly with Animation warheads, including CellSpread and EMEffect.
[Special]
Note: this section is applicable to RA2/YR only.
Warhead=Special is a really special case. It is a dummy warhead which is used for spawner weapons (weapons which instead of firing spawn certain AircraftTypes to attack the target). The [Special] warhead for spawner weapons can be changed to a functioning and listed warhead with a different name without crashing the game. Using a non existing warhead, like the [Special] warhead, makes the engine use default values.(See Spawns.)
As an Object
A warhead controls most of the weapon impact behaviour, including the damage multiplier for certain armor types, the spread of the damage, the graphics of the impact, and a lot of special case functionality.
See Warhead Flags for a list of flags applicable to a Warhead.
Notes
Warheads are the rock, scissors, paper of RA2 weapons.
The warhead in its most basic form is a multiplier to the damage of a weapon. 100% is the default and means that the weapons total damage equals: Damage= x1.0. If a warhead is only 25% effective then total damage equals: Damage x0.25. % settings can be higher the 100%, but there is a difference between a combo of Positive verses and negative Damage and a combo of negative Verses and positive Damage.
Warheads can also spawn particles, shake the screen, destroy tiberium and have special tags which releate to the immunetoxxxx tags.
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