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Projectile

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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.)

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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