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Difference between revisions of "Explodes"

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(In Red Alert 2 and Yuri's Revenge)
(Updating per DCoder's info.)
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This feature was neither used in {{Ts}} nor {{Ra2}}, though the logic is still present. If an [[OverlayType]] has {{TTL|Explodes|yes}} set, then the following will occur in order when the overlay 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 the following will occur in order when the overlay is destroyed:
 
* The [[animation]] specified by {{sl|General|BarrelExplode}} will always be displayed.
 
* The [[animation]] specified by {{sl|General|BarrelExplode}} will always be displayed.
* There is a 15% chance that one of the [[VoxelAnims]] specified by {{sl|General|BarrelDebris}} will be randomly selected and spawned.
+
* There is an 85% chance that one of the [[VoxelAnims]] specified by {{sl|General|BarrelDebris}} will be randomly selected and spawned.
 
* There is a 25% chance that the [[particle]] specified by {{sl|General|BarrelParticle}} will be spawned.
 
* There is a 25% chance that the [[particle]] specified by {{sl|General|BarrelParticle}} will be spawned.
 
* The damage specified by {{sl|CombatDamage|AmmoCrateDamage}}, using the [[warhead]] specified by {{sl|CombatDamage|C4Warhead}}, will always be dealt to the [[cell]] the overlay occupied.
 
* The damage specified by {{sl|CombatDamage|AmmoCrateDamage}}, using the [[warhead]] specified by {{sl|CombatDamage|C4Warhead}}, will always be dealt to the [[cell]] the overlay occupied.

Revision as of 23:54, 7 March 2009

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 values: yes or no, true or false, 1 or 0
Default: false
Applicable to: TechnoTypes:

AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes; OverlayTypes



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.

The power of the explosion is proportional to the strength of the destroyed unit. The stronger the unit, the more powerful explosion.

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:

  1. If DeathWeapon is specified on the unit then that weapon will be fired.
  2. If DeathWeapon is not specified on the unit then the its current primary weapon will be fired instead.
  3. If the unit has neither a DeathWeapon nor a current primary weapon, the default death weapon specified by [CombatDamage]DeathWeapon will be fired instead.

AircraftTypes are a special case. Even without Template:TTL set, an AircraftType will always fire its Primary weapon at the cell it crashes into. If a secondary weapon is present, it will be fired instead. The secondary weapon is overriden by the DeathWeapon statement.

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 the following will occur in order when the overlay is destroyed:

See also