Explodes
From ModEnc
| Flag: | Explodes |
| File(s): | rules(md).ini |
| Values: | Boolean values: yes or no, true or false, 1 or 0 |
| Default: | false |
| Applicable to: | TechnoTypes:
AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes; OverlayTypes |
Contents |
[edit] For TechnoTypes
[edit] In Tiberian Sun and Firestorm
If Explodes=yes is set on a unit, its Primary weapon will be fired once at the cell that the unit occupies when it is destroyed. If the unit does not have Primary set then Explodes=yes will have no effect.
The power of the explosion is proportional to the strength of the destroyed unit. The stronger the unit, the more powerful explosion.
In a special case, if the unit has Storage set to a positive integer, as well as Explodes=yes set, then it will cause an explosion when destroyed with damage proportional to the amount of Tiberium contained inside. A theoretical formula is amount of bails stored * [CombatDamage]→TiberiumExplosionDamage, although this is unconfirmed.
[edit] In Red Alert 2 and Yuri's Revenge
If Explodes=yes is set on a unit, a certain weapon will be fired at the cell that the unit occupies when it is destroyed by a warhead with Temporal=no:
- If DeathWeapon is specified on the unit then that weapon will be fired.
- If DeathWeapon is not specified on the unit then the its current primary weapon will be fired instead.
- If the unit has neither a DeathWeapon nor a current primary weapon, the default death weapon specified by [CombatDamage]→DeathWeapon will be fired instead.
AircraftTypes are a special case. Even without Explodes=yes set, an AircraftType will always fire its Primary weapon at the cell it crashes into. If a secondary weapon is present, it will be fired instead. The secondary weapon is overriden by the DeathWeapon statement.
[edit] For OverlayTypes
This feature was neither used in Tiberian Sun nor Red Alert 2, though the logic is still present. If an OverlayType has Explodes=yes set, then the following will occur in order when the overlay is destroyed:
- The animation specified by [General]→BarrelExplode will always be displayed.
- There is a 15% chance that one of the VoxelAnims specified by [General]→BarrelDebris will be randomly selected and spawned.
- There is a 25% chance that the particle specified by [General]→BarrelParticle will be spawned.
- The damage specified by [CombatDamage]→AmmoCrateDamage, using the warhead specified by [CombatDamage]→C4Warhead, will always be dealt to the cell the overlay occupied.

