TiberiumExplosive
As CombatDamage Flag
Flag: | TiberiumExplosive |
File(s): | rules(md).ini |
Values: | Boolean values: yes or no, true or false, 1 or 0 |
Default: | no |
Applicable to: | CombatDamage |
This flag controls whether the Ore/Tiberium carried by harvester units is explosive when that unit is destroyed. The effect is only triggered when the harvester VehicleType has at least one valid Explosion= animation set.
This logic is disabled if Harvester Truce is enabled, or by setting [SpecialFlags]→HarvesterImmune=yes.
[CombatDamage]→C4Warhead= is used to deal the damage, which is the sum of all contained tiberium bails with their respective Tiberium's Power= values. See below for game specific behavior.
In Tiberian Sun
The unit's Strength is added to the damage. If [SpecialFlags]→TiberiumExplosive=yes, the total damage is doubled. The spread is hardcoded to 1.5 cells.
In Firestorm
Damage is not increased as in Tiberian Sun. The spread is hardcoded to 1.5 cells.
In Red Alert 2 and Yuri's Revenge
The logic does not work. All flags are parsed and the damage is calculated correctly, but no damage is delivered.
Myths
Contrary to popular belief, this flag does not control whether Tiberium explodes when shot.
As SpecialFlag
Flag: | TiberiumExplosive |
File(s): | rules(md).ini |
Values: | Boolean values: yes or no, true or false, 1 or 0 |
Default: | no |
Applicable to: | SpecialFlags |
The meaning of this flag is not fully established, and there might be more cases in which this flag matters.
This flag controls whether Tiberium is extra explosive when a harvester unit is destroyed in Tiberian Sun, in which case the total damage is doubled. This does not apply to Firestorm.