Projectile
Flag: | Projectile |
File(s): | rules(md).ini |
Values: | Names of Projectiles |
Special Values: | None |
Default: | None |
Applicable to: | Weapons, [Maximums] |
As a Flag
In all rules(md).ini based C&Cs, Projectile= determines which Projectile a Weapon should use.
In Red Alert, it is also a valid flag of the [Maximums] section, specifying the maximum amount of projectile types that can exist at the same time. (Note: In that case, the accepted values are probably unsigned integers. Definately not names of projectiles.)
As an Object
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 (most of them don't apply to RA1):
Image= the image used for the projectile
Rotates= does the image file have seperate frames for each direction? (TS+ only)
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. (RA2+ only)
SubjectToElevation= determines if the projectile is modified in accordance to the [ElevationModel] configuration, aka whether it gets a bonus from range differences. (RA2+ only)
SubjectToWalls= determines if the projectile is blocked by walls (RA2+ only)
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