Armor
For TechnoTypes
Flag: | Armor |
File(s): | Rules(md).ini |
Values: | Strings: Normal text. (Limited to: hardcoded values that vary by game) |
Special Values: | see below |
Default: | none |
Applicable to: | InfantryTypes, VehicleTypes, AircraftTypes, BuildingTypes |
For TechnoTypes, this flag specifies the armor class of the object.
For [Powerups]
Flag: | Armor |
File(s): | Rules(md).ini |
Values: | X,Y,Z,S (For an explanation of this flag's parameters, see [Powerups]) |
Default: | unknown |
Applicable to: | Powerups |
Values for S: Floating point values: Any decimal number (clearer range should be added in Template:Values).
.
If the unit collecting this powerup crate already has upgraded armor, the crate will give the effect defined by the Money powerup. Otherwise, all units within Template:TTL cells from this powerup crate gain upgraded armor if they haven't already.
In Red Alert
Template:TTL values of Warheads that are damaging units with upgraded armor are multiplied by S.
In Tiberian Sun
This powerup functions as it does it Red Alert.
Fun Fact: The following code is from unmodded Tiberian Sun:
Armor=33,ARMOR,2.0
This means that upgraded armor is actually detrimental, as it causes Warheads to be twice effective against the supposedly "upgraded" units.
In Red Alert 2
Damage dealt to units with upgraded armor is divided by S.