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Armor

From ModEnc
Revision as of 05:03, 12 April 2008 by Vinifera7 (talk | contribs) (Updated with CORRECT information)
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For TechnoTypes

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: 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]

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: 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.