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Warhead

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Revision as of 06:05, 6 May 2006 by DCoder (talk | contribs) (Technically, it applies to VoxelAnims and not DebrisTypes, my bad)
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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: Warhead
File(s): rules(md).ini, art(md).ini
Values: strings (Names of Warheads)
Special Values: Special (see below)
Default: null
Applicable to: Weapons, VoxelAnims


As a Flag

In all rules(md).ini-based C&Cs, Warhead= defines a Warhead that this weapon/debris should use to deal damage upon impact.

In Red Alert, it is also a flag in the [Maximums] section, defining the maximum amount of Warhead types that can co-exist at the same time. Note: In this case, the value is an integer, not a string.

As an Object

A warhead controls most of the weapon impact behaviour, including the damage multiplier for certain armor types, the spread of the damage, the graphics of the impact, and a lot of special case functionality.

See Warhead Flags for a list of flags applicable to a Warhead.

Special

Note: this section is applicable to RA2/YR only.

Warhead=Special is a really special case. It is used for spawner weapons (weapons which instead of firing spawn certain AircraftTypes to attack the target). (See Spawns.)

Allied General's notes

Warheads are the rock, scissors, paper of RA2 weapons.

The warhead in its most basic form is a multipler to the damage of a weapon. 100% is the default and means that the weapons total damage equals: Damage= x1.0. If a warhead is only 25% effective then total damage equals: Damage x0.25. % settings can be higher the 100%.

Warheads can also spawn particles, shake the screen, destroy tiberium and have special tags which releate to the immunetoxxxx tags

More detailed information can be found by registering at Deezire Online and downloading the offical RA2 Editing Guide and reading the word document RULES4