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Range

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Revision as of 08:28, 27 November 2009 by EvilRenegade (talk | contribs) (Replacing Template:TTL with Template:F.)
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On Weapons

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: Range
File(s): rules(md).ini
Values: Floating point values: Any decimal number (clearer range should be added in Template:Values).
Special Values: -2 (see )
Default: ?
Applicable to: Weapons


Range defines the distance (in cells) that a weapon can travel (aka the distance from the firing point to the impact point [in 3D, so it makes a difference for targets in different altitudes]). It takes a positive floating point value as literal distance, and, starting with RA2, -2 as a special value.

Mind that this only applies to non-homing projectiles. Homing projectiles (those which have a positive ROT value) can follow their targets all over the map, unless they are tagged as Ranged.

On SuperWeaponTypes

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: Range
File(s): rules(md).ini
Values: Floating point values: Any decimal number (clearer range should be added in Template:Values).
Special Values: -2 (see )
Default: ?
Applicable to: SuperWeaponTypes


Specifies the radius (in cells) of the "area effect indicator" that is displayed when a player is targeting this Super Weapon. Note that this is just a visual effect, and doesn't actually influence the Super Weapon's area of effect.

On Sounds

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: Range
File(s): sound(md).ini
Values: Floating point values: Any decimal number (clearer range should be added in Template:Values).
Special Values: -2 (see )
Default: ?
Applicable to: Sounds


Some sounds should be heard by players regardless of their current screen position ("Kirov reporting", for example), while other sounds should only be heard within a certain radius from their point of origin (Machinegun impact sound, for example). In the second case, the Range= in the sound's section defines that radius.
If you don't specify a Range= when a game is expecting it, it will default to the Range= value of the sound(md).ini's [Defaults] section.

See also the Type= and VShift= statements.

Special values

In RA2/YR only, Range=-2 is a special value indicating infinite range.