Range
On Weapons
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
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
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.