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

Explodes

From ModEnc
Revision as of 13:37, 2 January 2006 by DCoder (talk | contribs) (Cross-categories, wee)
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: Explodes
File(s): rules(md).ini
Values: Boolean(yes/no)
Special Values: None
Default: No
Applicable to: InfantryTypes/VehicleTypes/AircraftTypes/BuildingTypes


TS/FS

Is a special case. If set, Explodes=yes will cause the following effects:

  • In case the object had a capability of storing Tiberium, it caused an explosion with damage proportional to the amount of Tiberium contained inside (my guess is amount of 'bails' loaded * [CombatDamage]TiberiumExplosionDamage= , though that is unconfirmed).
  • Otherwise, it dealt as much damage as defined by [CombatDamage]AmmoCrateDamage=.

RA2/YR

If set, Explodes=yes will force the object to fire its DeathWeapon= at itself when it gets killed/destroyed (by a non-Temporal warhead). In the event that DeathWeapon is undefined, it fires its Primary= weapon instead.

See Also: