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{{DeeZireInclusion}}<br />
{{Flag
Can be set to 'yes' or 'no' and specifies that the warhead produces great heat on impact and causes ice to melt (it is not known if the ice logic works in Red Alert 2 as this is residual from Tiberian Sun). This tag instantiates a call for FIRE3.SHP which is not present in Red Alert 2. TIP: adding this image to your mod creates a burning effect when the warhead impacts, meaning you can attach a Damage= value to it in the ART file, a useful way to replicate the 'forest fires' effect from Tiberian Sun.
|name={{PAGENAME}}
|files={{Categ|Rules(md).ini}}
|values={{values|boolean}}
|default=no
|types={{Categ|Warheads}}
|ts=yes
|fs=yes
|hp=yes
|ra2=yes
|yr=yes
|ares=yes
}}
 
Specifies whether or not this [[warhead]] should immediately destroy any [[LandTypes|ice]] that it hits. Compare this with warheads with {{f|Wall|yes|link}}, which can damage ice, but do not destroy it unless the ice is already cracked. {{f|Fire|yes}} allows the warhead to bypass this step and instantly destroy even non-cracked ice, regardless of [[IceStrength|ice strength]].
 
== Note ==
This flag instantiates a call for {{tt|FIRE3.SHP}} which is not present in Red Alert 2.
 
== See Also ==
* [[Wall]]
* [[Sparky]]
* [[IceStrength]]

Latest revision as of 14:08, 2 March 2025

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: Fire
File(s): Rules(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: no
Applicable to: Warheads


Specifies whether or not this warhead should immediately destroy any ice that it hits. Compare this with warheads with Wall=yes, which can damage ice, but do not destroy it unless the ice is already cracked. Fire=yes allows the warhead to bypass this step and instantly destroy even non-cracked ice, regardless of ice strength.

Note

This flag instantiates a call for FIRE3.SHP which is not present in Red Alert 2.

See Also