Armor
For Houses
Flag: | Armor |
File(s): | Rules(md).ini |
Values: | Floating point values: Any decimal number (clearer range should be added in Template:Values). |
Default: | 1.0 |
Applicable to: | Houses |
In Red Alert
Template:NeedTesting The Template:TTL of all TechnoTypes owned by this House is multiplied by this value.
In Tiberian Sun
Damage dealt to all TechnoTypes owned by this House is divided by this value.
Country Armor Modifiers in Red Alert 2
Though obsolete in Red Alert 2, several other flags allow for even better control over Country armor modifiers:
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:NeedTesting Template:TTL of units with upgraded armor is multiplied by S.
In Tiberian Sun
Damage dealt to units with upgraded armor is multiplied by S. Upgraded units also get an alternate selection box if S is between 0.0 and 1.0.
Fun Fact: The following code is from unmodded Tiberian Sun:
Armor=33,ARMOR,2.0
This means that the armor powerup is actually detrimental, as it causes units to take twice as much damage. A value of 0.5 would yield the intended effect of halving damage received.
In Red Alert 2
Damage dealt to units with upgraded armor is divided by S.
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.