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Difference between revisions of "Explodes"

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|special=None
 
|special=None
 
|default=no
 
|default=no
|types={{Categ|InfantryTypes}}, {{Categ|VehicleTypes}}, {{Categ|AircraftTypes}}, {{Categ|BuildingTypes}}
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|types={{Categ|InfantryTypes}}, {{Categ|VehicleTypes}}, {{Categ|AircraftTypes}}, {{Categ|BuildingTypes}}, {{Categ|OverlayTypes}}
|games=[[TS]], [[RA2]], [[YR]]
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|games=[[TS]], [[FS]], [[RA2]], [[YR]]
 
}}
 
}}
  
== TS/FS ==
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== For Techno Types ==
Is a special case. If set, <tt>Explodes</tt>=yes will cause the following effects:
 
*In case the object had a capability of storing Tiberium, it causes an explosion with damage proportional to the amount of Tiberium contained inside (my guess is <tt>amount of 'bails' loaded</tt> * [{{TTL|CombatDamage}}]{{TTL|TiberiumExplosionDamage}} , though that is unconfirmed).
 
*Otherwise, it deals as much damage as defined by [{{TTL|CombatDamage}}]{{TTL|AmmoCrateDamage}}=.
 
  
== RA2/YR ==
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=== In Tiberian Sun and Firestorm ===
If set, it will force the object to fire its [[DeathWeapon]]= at itself when it gets killed/destroyed (by a non-Temporal warhead). In the event that [[DeathWeapon]] is undefined, it fires its [[Primary]]= weapon instead.
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Assuming the unit has {{tt|Explodes{{Equal}}yes}}, the unit's {{TTL|Primary}} [[weapon]] is fired at the [[cell]] that the unit occupies when it is destroyed. If the unit does not have {{tt|Primary}}= defined, {{tt|Explodes{{Equal}}yes}} will have no effect.
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In a special case, if the unit has {{TTL|Storage}}= defined in addition to {{tt|Explodes{{Equal}}yes}}, it will cause an explosion when destroyed with damage proportional to the amount of [[Tiberium]] contained inside. A theoretical formula is ''amount of [[bail]]s stored * [{{TTL|CombatDamage}}]{{TTL|TiberiumExplosionDamage}}'', though this is unconfirmed.
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=== In Red Alert 2 and Yuri's Revenge ===
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Assuming the unit has {{tt|Explodes{{Equal}}yes}}, the unit's {{TTL|DeathWeapon}} is fired at the [[cell]] that the unit occupies when it is destroyed by a non-[[temporal]] [[warhead]]. If the unit does not have {{tt|DeathWeapon}}= defined, the unit's {{TTL|Primary}} [[weapon]] will be fired instead. If the unit does not have {{tt|Primary}}= defined, it will default to firing the weapon defined by [{{TTL|General}}]{{TTL|DeathWeapon}}=.
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== For OverlayTypes ==
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This feature was not used in either {{Ts}} or {{Ra2}}, though the logic is still present. If an {{TTL|OverlayTypes}} object has {{tt|Explodes{{Equal}}yes}}, it will have the following effects when it is destroyed:
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*Display the animation defined by [{{TTL|General}}]{{TTL|BarrelExplode}}=.
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*Spawn the debris defined by [{{TTL|General}}]{{TTL|BarrelDebris}}=.
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*Spawn the particle defined by [{{TTL|General}}]{{TTL|BarrelParticle}}=.
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*Deal damage to the cell it occupied defined by [{{TTL|CombatDamage}}]{{TTL|AmmoCrateDamage}}=.
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== See Also ==
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*[[Exploding Tiberium in RA2]]

Revision as of 12:29, 7 September 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: Explodes
File(s): Rules(md).ini
Values: boolean
Special Values: None
Default: no
Applicable to: InfantryTypes, VehicleTypes, AircraftTypes, BuildingTypes, OverlayTypes


For Techno Types

In Tiberian Sun and Firestorm

Assuming the unit has Explodes=yes, the unit's Template:TTL weapon is fired at the cell that the unit occupies when it is destroyed. If the unit does not have Primary= defined, Explodes=yes will have no effect.

In a special case, if the unit has Template:TTL= defined in addition to Explodes=yes, 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, though this is unconfirmed.

In Red Alert 2 and Yuri's Revenge

Assuming the unit has Explodes=yes, the unit's Template:TTL is fired at the cell that the unit occupies when it is destroyed by a non-temporal warhead. If the unit does not have DeathWeapon= defined, the unit's Template:TTL weapon will be fired instead. If the unit does not have Primary= defined, it will default to firing the weapon defined by [[[:Template:TTL]]]Template:TTL=.

For OverlayTypes

This feature was not used in either Tiberian Sun or Red Alert 2, though the logic is still present. If an Template:TTL object has Explodes=yes, it will have the following effects when it is destroyed:

  • Display the animation defined by [[[:Template:TTL]]]Template:TTL=.
  • Spawn the debris defined by [[[:Template:TTL]]]Template:TTL=.
  • Spawn the particle defined by [[[:Template:TTL]]]Template:TTL=.
  • Deal damage to the cell it occupied defined by [[[:Template:TTL]]]Template:TTL=.

See Also