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AirburstWeapon: Difference between revisions

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{{DeeZireInclusion}}<br />
{{Flag
Specifies the weapon that is fired when this projectile explodes above its target. For this to work, the projectile also requires Airburst=yes, and the AirburstWeapon= itself must be defined as a weapon in its own right in the RULES file, with its own Projectile= and Warhead=, and that weapon must be allocated to a unit in the game (typically a 'placeholder' solely for this purpose) even if that unit never actually gets used.
|name=AirburstWeapon
|files={{Categ|Rules(md).ini}}
|values=Strings (Names of Weapons)
|special=None
|default=none
|types={{Categ|Projectile|Projectiles}}
|games=[[TS]], [[RA2]], [[YR]]
}}
 
If set, this projectile will fly over its target and detonate, firing a salvo of these weapons down on and around the target. To work properly, the projectile also needs <tt>[[Airburst]]=yes</tt>, and the amount of shots to fire is defined by <tt>[[Cluster]]=</tt>. <br />
This was used for the MultiMissile in TS.
 
''Note:'' no matter the amount of shots you set, those weapons will only cover the 3x3 cell area centered on the target.
 
'''Note:''' Like with <tt>[[ShrapnelWeapon]]</tt>, the weapon referenced here must be attached to some (potentially dummy) unit, so that the game loads it at startup. Failure to do so will result in [[Internal Error]]s when this weapon is supposed to fire.

Revision as of 06:23, 7 May 2006

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Flag: AirburstWeapon
File(s): Rules(md).ini
Values: Strings (Names of Weapons)
Special Values: None
Default: none
Applicable to: Projectiles


If set, this projectile will fly over its target and detonate, firing a salvo of these weapons down on and around the target. To work properly, the projectile also needs Airburst=yes, and the amount of shots to fire is defined by Cluster=.
This was used for the MultiMissile in TS.

Note: no matter the amount of shots you set, those weapons will only cover the 3x3 cell area centered on the target.

Note: Like with ShrapnelWeapon, the weapon referenced here must be attached to some (potentially dummy) unit, so that the game loads it at startup. Failure to do so will result in Internal Errors when this weapon is supposed to fire.