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Difference between revisions of "AmbientDamage"

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(Rewrite)
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{{DeeZireInclusion}}<br />
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{{Flag
Specifies the amount of Damage= which is attributed along the projectile path of the weapon. The damage is applied regardless of Armor= classification of anything along that path and will thus affect everything along that path including, where appropriate, terrain and overlay objects.
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|name=AmbientDamage
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|files={{Categ|Rules(md).ini}}
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|values=integer
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|special=None
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|default=0
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|types={{Categ|Weapon|Weapons}}
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|games=[[TS]], [[RA2]], [[YR]]
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}}
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This flag defines the amount of damage which is inflicted along the trajectory of the weapon. It is completely ignorant of all ownerships, armor classes and other properties that can change the amount of damage. In other words, it will deliver the same amount of damage to all objects it hits. As a real weapon would, it also affects terrain objects, like trees, and overlays.

Revision as of 15:03, 6 May 2006

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: AmbientDamage
File(s): Rules(md).ini
Values: integer
Special Values: None
Default: 0
Applicable to: Weapons


This flag defines the amount of damage which is inflicted along the trajectory of the weapon. It is completely ignorant of all ownerships, armor classes and other properties that can change the amount of damage. In other words, it will deliver the same amount of damage to all objects it hits. As a real weapon would, it also affects terrain objects, like trees, and overlays.