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Difference between revisions of "Warhead"

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(Updated per the Styleguide.)
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== As a Flag ==
 
== As a Flag ==
  
In all [[Rules|rules(md).ini]]-based C&Cs, <tt>Warhead=</tt> defines a Warhead that this [[Weapons|weapon]]/[[VoxelAnims|debris]] should use to deal damage upon impact.
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In all [[Rules|rules(md).ini]]-based C&Cs, <tt>Warhead</tt> defines a Warhead that this [[Weapons|weapon]]/[[VoxelAnims|debris]] should use to deal damage upon impact.
  
 
In [[Red_Alert|Red Alert]], it is also a flag in the [<tt>[[Maximums]]</tt>] 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.
 
In [[Red_Alert|Red Alert]], it is also a flag in the [<tt>[[Maximums]]</tt>] 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.
  
In [[Art|art(md).ini]], <tt>Warhead=</tt> can be attached to an animation, which, as long as it has a valid <tt>Damage=</tt> tag, defines which armour types the animation can damage. I have noticed that <tt>EMEffect=</tt> does not work on Animation-only warheads with the [[RockPatch:Main|Rock Patch]], nor does <tt>CellSpread=</tt>. It does however, work fine on standard unit / structure-based weapons in rules(md).ini
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In [[Art|art(md).ini]], <tt>Warhead</tt> can be attached to an animation, which, as long as it has a valid <tt>[[Damage]]</tt> tag, defines which armour types the animation can damage. Other tags do not work correctly with Animation warheads, including <tt>[[CellSpread]]</tt> and <tt>[[EMEffect]]</tt>
  
 
== As an Object ==
 
== As an Object ==
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<tt>Warhead=Special</tt> is a ''really'' special case. It is used for spawner weapons (weapons which instead of firing spawn certain <tt>[[AircraftTypes]]</tt> to attack the target). (See <tt>[[Spawns]]</tt>.)
 
<tt>Warhead=Special</tt> is a ''really'' special case. It is used for spawner weapons (weapons which instead of firing spawn certain <tt>[[AircraftTypes]]</tt> to attack the target). (See <tt>[[Spawns]]</tt>.)
  
== Allied General's notes ==
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== Notes ==
  
 
Warheads are the rock, scissors, paper of RA2 weapons.
 
Warheads are the rock, scissors, paper of RA2 weapons.

Revision as of 00:38, 8 January 2008

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


This article has been marked because it violates the ModEnc Styleguide in one or more points. It should be cleaned up to a higher standard as soon as possible.


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.

In art(md).ini, Warhead can be attached to an animation, which, as long as it has a valid Damage tag, defines which armour types the animation can damage. Other tags do not work correctly with Animation warheads, including CellSpread and EMEffect

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.)

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


Weapon c4.png Armament System related Flags on ModEnc