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Difference between revisions of "CellSpread"

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(Rewrite (note to self, CellInset was on this page too for some reason))
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{{DeeZireInclusion}}<br />
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{{Flag
Specifies the distance, in cells, that the Damage= attributed by this warhead can spread in a circle around its point of impact. This replaced the Spread= tag although it is still present simply as a benchmark for this new system.<br />
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|name=CellSpread
<br />
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|files={{Categ|Rules(md).ini}}
CellInset=<br />
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|values=float
This is used by AI controlled units only. If those units do not have PreventAutoDeploy=yes set, then they will automatically deploy when their target is within this number of cells of the warheads' CellSpread=, on the presumption that the target is now within the warheads' range of effect. This is used to get the AI, for example, to make the Desolator deploy when units get within its deployed weapon range instead of right in front of it.
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|special=None
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|default=0
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|types={{Categ|Warhead|Warheads}}
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|games=[[RA2]], [[YR]]
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}}
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This flag defines the cell spread of the warhead, in other words, if you imagine the warhead impact point as the center of a circle, the <tt>CellSpread</tt> (measured in cells) would be the radius, and the circle would indicate the area that feels the impact of this warhead. See <tt>[[PercentAtMax]]</tt> for details on how the amount of damage is calculated.
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'''Note:''' setting this to values over 11 '''will''' cause [[Internal Error]]s when the warhead is supposed to detonate.

Revision as of 12:48, 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: CellSpread
File(s): Rules(md).ini
Values: float
Special Values: None
Default: 0
Applicable to: Warheads


This flag defines the cell spread of the warhead, in other words, if you imagine the warhead impact point as the center of a circle, the CellSpread (measured in cells) would be the radius, and the circle would indicate the area that feels the impact of this warhead. See PercentAtMax for details on how the amount of damage is calculated.

Note: setting this to values over 11 will cause Internal Errors when the warhead is supposed to detonate.