ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.

Cluster

From ModEnc
Revision as of 20:47, 27 January 2013 by Starkku (talk | contribs) (Fixed the article to include description of the behaviour that happens if Cluster is used without AirburstWeapon present.)
Jump to navigation Jump to search
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: Cluster
File(s): Rules(md).ini
Values: Unsigned integers
Default: 0
Applicable to: Projectiles


Logic related to Cluster, as a whole or in part, is obsolete in Red Alert 2 and/or Yuri's Revenge.

Can be set on a projectile to determine the amount of cluster impacts spawned by the weapon. The cluster impacts are scattered around the main weapon impact and use the same Damage and Warhead as it does.

In Tiberian Sun and Firestorm, this flag also defines the amount of AirburstWeapon= shots to fire if the projectile has Airburst=yes set. With no AirburstWeapon= set, this defines the number of seperate explosions caused when the projectile hits. The explosions are spread in a circular pattern around the point of impact. In Red Alert 2 and Yuri's Revenge, the game instead defaults to 9 cluster explosions (or instances of the AirburstWeapon), spread in a square pattern.