Difference between revisions of "Explodes"
m (Fixing minor wording and style problems.) |
(Adding more OverlayTypes info, random(wtf)) |
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== For OverlayTypes == | == For OverlayTypes == | ||
− | This feature was neither used in {{Ts}} nor {{Ra2}}, though the logic is still present. If an [[OverlayType]] has {{TTL|Explodes|yes}} set, then it will have the following effects when it is destroyed: | + | This feature was neither used in {{Ts}} nor {{Ra2}}, though the logic is still present. If an [[OverlayType]] has {{TTL|Explodes|yes}} set, then it will have the following effects when it is destroyed, in this order: |
− | * Display the [[animation]] specified by {{sl|General|BarrelExplode}}. | + | * Display the [[animation]] specified by {{sl|General|BarrelExplode}} (always). |
− | * Spawn the | + | * Spawn one of the VoxelAnimations specified by {{sl|General|BarrelDebris}} (15% chance, random selection). |
− | * Spawn the [[particle]] specified by {{sl|General|BarrelParticle}}. | + | * Spawn the [[particle]] specified by {{sl|General|BarrelParticle}} (25% chance). |
− | * Deal damage to the [[cell]] it occupied specified by {{sl|CombatDamage|AmmoCrateDamage}}. | + | * Deal damage to the [[cell]] it occupied specified by {{sl|CombatDamage|AmmoCrateDamage}}, using {{TTL|C4Warhead}} as the Warhead (always). |
== See also == | == See also == | ||
* [[Recreating Tiberium Damage in Yuri%27s Revenge#Explosive Tiberium|Explosive Tiberium in RA2]] | * [[Recreating Tiberium Damage in Yuri%27s Revenge#Explosive Tiberium|Explosive Tiberium in RA2]] |
Revision as of 19:51, 5 June 2008
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
For TechnoTypes
In Tiberian Sun and Firestorm
If Template:TTL is set on a unit, its Template:TTL weapon will be fired once at the cell that the unit occupies when it is destroyed. If the unit does not have Template:TTL set then Template:TTL will have no effect.
In a special case, if the unit has Template:TTL set to a positive integer, as well as Template:TTL 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 * [[[:Template:TTL]]]→Template:TTL, although this is unconfirmed.
In Red Alert 2 and Yuri's Revenge
If Template:TTL 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 Template:TTL:
- 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.
For OverlayTypes
This feature was neither used in Tiberian Sun nor Red Alert 2, though the logic is still present. If an OverlayType has Template:TTL set, then it will have the following effects when it is destroyed, in this order:
- Display the animation specified by [General]→BarrelExplode= (always).
- Spawn one of the VoxelAnimations specified by [General]→BarrelDebris= (15% chance, random selection).
- Spawn the particle specified by [General]→BarrelParticle= (25% chance).
- Deal damage to the cell it occupied specified by [CombatDamage]→AmmoCrateDamage=, using Template:TTL as the Warhead (always).