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Psychedelic

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Revision as of 15:16, 26 January 2011 by Vinifera7 (talk | contribs) (Reverted edits by Gordon-creAtive (Talk) to last revision by EvilRenegade)
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Flag: Psychedelic
File(s): rules(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: no
Applicable to: Warheads


Determines whether or not this is a 'chaos' warhead - if set to yes, units affected by this warhead will go berserk for a number of frames specified by the Damage of the weapon that invoked this warhead. Verses and armor multipliers are taken into account and will affect this.

Berserk units ignore any orders and will start attacking nearby units, treating friendly units as if they were enemies in its threat scan (unless BerserkFriendly=yes is set on the berserk unit).

Berserk units are tinted using a color from the [ColorAdd] section determined by the index specified by [AudioVisual]→BerserkColor.

Units with ImmuneToPsionics=yes set are immune to the effects of Psychedelic=yes warheads.
Units that are owned by the same player as the unit that fired a weapon with a Psychedelic=yes warhead will not be affected by that warhead.

Bugs/Side-Effects/Unexpected Limitations

  • Unlike human players, the AI can still issue orders to berserk units so sometimes such units may not appear to be berserk despite having been hit by a Psychedelic=yes warhead and having a tinted appearance. This is most noticeable in non-short games when an AI player sells up and makes their 'last ditch' attempt to attack their enemy.
  • AircraftTypes can be affected by Psychedelic=yes warheads [if a chaos weapon capable of hitting aircraft were added to the game] but berserk aircraft are not tinted.