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Warhead

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Revision as of 12:41, 13 April 2008 by DCoder (talk | contribs) (Appendix - Listing Applicable INI flags)
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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: Warhead
File(s): Rules(md).ini, Art(md).ini
Values: strings (Names of Warheads)
Special Values: Special (see below)
Default: null
Applicable to: Weapons, VoxelAnims


As a Flag

In all rules(md).ini-based C&Cs, Warhead defines a Warhead that this weapon/debris should use to deal damage upon impact.

In Red Alert, it is also a flag in the [Maximums] section, defining the maximum amount of Warhead types that can co-exist at the same time. Note: In this case, the value is an integer, not a string.

In art(md).ini, Warhead can be attached to an animation, which, as long as it has a valid Damage tag, defines which armour types the animation can damage. Other tags do not work correctly with Animation warheads, including CellSpread and EMEffect

As an Object

A warhead controls most of the weapon impact behaviour, including the damage multiplier for certain armor types, the spread of the damage, the graphics of the impact, and a lot of special case functionality.

See Warhead Flags for a list of flags applicable to a Warhead.

Special

Note: this section is applicable to RA2/YR only.

Warhead=Special is a really special case. It is used for spawner weapons (weapons which instead of firing spawn certain AircraftTypes to attack the target). (See Spawns.)

Notes

Warheads are the rock, scissors, paper of RA2 weapons.

The warhead in its most basic form is a multipler to the damage of a weapon. 100% is the default and means that the weapons total damage equals: Damage= x1.0. If a warhead is only 25% effective then total damage equals: Damage x0.25. % settings can be higher the 100%.

Warheads can also spawn particles, shake the screen, destroy tiberium and have special tags which releate to the immunetoxxxx tags

Applicable INI Flags

These tables show all INI flags applicable1 to Warhead. The flags are grouped by the internal classes the flags are inherited from, and then listed in the order they are read in by the game. You can re-sort the rows by column values by clicking the arrow icons in the column headings. Each flag can be clicked to visit its page for detailed information.

Please note that this section is accurate only for Yuri's Revenge. All other C&C games use different sets of flags.

1 "Applicable" in this context means "read from the INI files". Certain flags listed here don't have any effect ingame , but they are read and in certain cases cause a crash if not present. Again, refer to each flag's individual page for detailed information.


AbstractTypes
INI File Section Key Value Type Default Value Adds to list
Rules(md).ini Object's ID Name string(48 symbols) ID
Rules(md).ini Object's ID UIName string(31 symbol) ""


WarheadType
INI File Section Key Value Type Default Value Adds to list
Rules(md).ini Object's ID Template:TTL float 0
Rules(md).ini Object's ID Template:TTL float 0
Rules(md).ini Object's ID Template:TTL float 1.0
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL int 5
Rules(md).ini Object's ID Template:TTL float 1.0
Rules(md).ini Object's ID Template:TTL float 0
Rules(md).ini Object's ID Template:TTL ParticleSystem 0 +
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL vector<Animation> {} +
Rules(md).ini Object's ID Template:TTL int 0
Rules(md).ini Object's ID Template:TTL float 0.0
Rules(md).ini Object's ID Template:TTL int 0
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL CLSID Teleport
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL float 1.0
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL boolean 1
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL int 0
Rules(md).ini Object's ID Template:TTL int 0
Rules(md).ini Object's ID Template:TTL int 0
Rules(md).ini Object's ID Template:TTL int 0
Rules(md).ini Object's ID Template:TTL int 0
Rules(md).ini Object's ID Template:TTL int 0
Rules(md).ini Object's ID Template:TTL vector<VoxelAnimation> {} +
Rules(md).ini Object's ID Template:TTL vector<int> {}
Rules(md).ini Object's ID Template:TTL float[11] {1.0}


 Armament System related Flags on ModEnc