Projectile: Difference between revisions
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A projectile is the part of the weapon which, after graphically flying through a certain path, calls the [[Warhead]] that does the damage. | |||
Some basic flags: | |||
Image= the image used for the projectile | |||
Image= | |||
Rotates= does the image file have seperate frames for each direction? | |||
ROT= how fast does the projectile adjust it's direction towards the target? 0 indicates a non-homing projectile | |||
SubjectToCliffs | SubjectToCliffs= determines if the projectile is blocked by the cliffs on the map. | ||
SubjectToElevation | |||
SubjectToElevation= determines if the projectile is blocked by variation in terrain height on the map (i.e. hills). | |||
SubjectToWalls= determines if the projectile is blocked by walls | |||
Arcing= defines if the projectile travels in a ballistic angle rather than in a straight line. This makes it inaccurate, the degree of which is set by BallisticScatter= in [CombatDamage] | |||
AA= can this projectile be fired at air targets? (defaults to no) | |||
AG= can this projectile be fired at ground targets? (defaults to yes) | |||
A complete list of flags can be found in the RULES4 file of the [http://www.deezire.net/modules.php?name=Downloads&d_op=getit&lid=4 Red Alert 2 & Yuris Revenge INI Editing Guide] |
Revision as of 11:11, 3 April 2005
A projectile is the part of the weapon which, after graphically flying through a certain path, calls the Warhead that does the damage.
Some basic flags:
Image= the image used for the projectile
Rotates= does the image file have seperate frames for each direction?
ROT= how fast does the projectile adjust it's direction towards the target? 0 indicates a non-homing projectile
SubjectToCliffs= determines if the projectile is blocked by the cliffs on the map.
SubjectToElevation= determines if the projectile is blocked by variation in terrain height on the map (i.e. hills).
SubjectToWalls= determines if the projectile is blocked by walls
Arcing= defines if the projectile travels in a ballistic angle rather than in a straight line. This makes it inaccurate, the degree of which is set by BallisticScatter= in [CombatDamage]
AA= can this projectile be fired at air targets? (defaults to no)
AG= can this projectile be fired at ground targets? (defaults to yes)
A complete list of flags can be found in the RULES4 file of the Red Alert 2 & Yuris Revenge INI Editing Guide