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Difference between revisions of "Arm"

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(Link to LKO's examples)
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{{DeeZireInclusion}}<br />
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Specifies an delay, in frames, before this projectile is able to trigger its attached warhead if it is not detonated by impacting with its target or an obstacle (such as a cliff).  
Specifies an arming delay before this projectile is able to trigger its attached warhead. Defaults to '0', although this appears to have little or no effect in Red Alert 2.
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Defaults to '0' and has the effect of preventing a homing projectile from detonating when overshooting its intended target (common with low-ROT projectiles), hitting the target with its warhead instantly, even if the projectile did not hit.  
  
 
==See also==
 
==See also==
 
*[http://www.ppmsite.com/forum/viewtopic.php?p=495153#495153 LKO demonstrates differences in {{tt|Arm}} values]
 
*[http://www.ppmsite.com/forum/viewtopic.php?p=495153#495153 LKO demonstrates differences in {{tt|Arm}} values]

Revision as of 19:56, 22 May 2015

Specifies an delay, in frames, before this projectile is able to trigger its attached warhead if it is not detonated by impacting with its target or an obstacle (such as a cliff). Defaults to '0' and has the effect of preventing a homing projectile from detonating when overshooting its intended target (common with low-ROT projectiles), hitting the target with its warhead instantly, even if the projectile did not hit.

See also