ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.

Verses

From ModEnc
Revision as of 15:52, 5 May 2006 by DCoder (talk | contribs)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search
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: Verses
File(s): rules(md).ini
Values: ERROR – No value types set! Please edit this page and fix the Flag template!

This entry was copied from DeeZire's Red Alert 2 and Yuris Revenge INI Editing Guide for the sake of completeness. As it is not our intention to rip off DeeZire's work, this article is subject to a re-write and update with the latest community knowledge.

For further information, please read Inclusion of The Guide.




Specifies the percentage of the Damage= from the weapon that this warhead will inflict on the target, and is also used to determine the legality of targeting against each Armor= type. This takes the form of a list of 11 percentage values - each value represents the percentage damage that the warhead will inflict against each of the 11 Armor= types. There are several special cases applying to this logic;-

	Any value assigned as 0% indicates that firing against that Armor= is completely illegal. You cant order it to fire, it 	will not fire of its own accord and will not retaliate against or passively acquire the target.


	Any value assigned as 1% indicates that the warhead will not fire against the Armor= of its own accord, but will 	accept a 'force fire' command to do so. It will not retaliate against or passively acquire the target.


	Any value assigned as 2% when used in conjunction with Damage=1 on the weapon itself indicates that 'zero net 	damage' will be applied to the target. This is used to ensure that the warhead is applied to the target but no damage 	is inflicted. It will not passively acquire the target. Other Damage= values mean that it will accept a 'force fire' 	command and will retaliate against the target, but will not passively acquire a target of its own accord.


	If an object has more than one weapon, it will default to choosing the weapon which has the highest Verses= 	percentage for the Armor= type it is firing against. Values above 100% will therefore ensure that this weapon 	gets used against that Armor= type in preference to other weapons that the object has.