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Projectile: Difference between revisions

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fixed 'SubjectToElevation', and some typos.
Chpatrick (talk | contribs)
rewrite
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== please people add stuff here this needs it!! ==
A projectile is the part of the weapon which, after graphically flying through a certain path, calls the [[Warhead]] that does the damage.
This is the Projectile used for most infantry guns--


Some basic flags:


----
Image= the image used for the projectile
[InvisibleLow]<br>
Inviso=yes<br>
Image=none<br>
SubjectToCliffs=yes<br>
SubjectToElevation=yes<br>
SubjectToWalls=yes<br>
----


Rotates= does the image file have seperate frames for each direction?


inviso - is this invisible?? (yes or no)<br>
ROT= how fast does the projectile adjust it's direction towards the target? 0 indicates a non-homing projectile
image - image used for projectile<br>
 
SubjectToCliffs - is this weapon stopped by cliffs?<br>
SubjectToCliffs= determines if the projectile is blocked by the cliffs on the map.
SubjectToElevation - does this weapon enjoy a range bonus for height? (bonus defined by [ElevationModel] settings)<br>
 
SubjectToWalls - is this weapon stopped by walls?<br>
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