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Difference between revisions of "Explodes"

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(Updating per DCoder's info.)
m (Replacing Template:TTL with Template:F.)
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=== In Tiberian Sun and Firestorm ===
 
=== In Tiberian Sun and Firestorm ===
If {{TTL|Explodes|yes}} is set on a unit, its {{TTL|Primary}} [[weapon]] will be fired once at the [[cell]] that the unit occupies when it is destroyed. If the unit does not have {{TTL|Primary}} set then {{TTL|Explodes|yes}} will have no effect.
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If {{f|Explodes|yes|link}} is set on a unit, its {{f|Primary|link}} [[weapon]] will be fired once at the [[cell]] that the unit occupies when it is destroyed. If the unit does not have {{f|Primary|link}} set then {{f|Explodes|yes|link}} 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.
 
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 {{TTL|Storage}} set to a positive [[Help:Values#Integers|integer]], as well as {{TTL|Explodes|yes}} 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 [[bail]]s stored * [{{TTL|CombatDamage}}]{{arr|r}}{{TTL|TiberiumExplosionDamage}}'', although this is unconfirmed.
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In a special case, if the unit has {{f|Storage|link}} set to a positive [[Help:Values#Integers|integer]], as well as {{f|Explodes|yes|link}} 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 [[bail]]s stored * [{{f|CombatDamage|link}}]{{arr|r}}{{f|TiberiumExplosionDamage|link}}'', although this is unconfirmed.
  
 
=== In Red Alert 2 and Yuri's Revenge ===
 
=== In Red Alert 2 and Yuri's Revenge ===
If {{TTL|Explodes|yes}} 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 {{TTL|Temporal|no}}:
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If {{f|Explodes|yes|link}} 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 {{f|Temporal|no|link}}:
 
# If {{tt|[[DeathWeapon#For_TechnoTypes|DeathWeapon]]}} is specified on the unit then that weapon will be fired.
 
# If {{tt|[[DeathWeapon#For_TechnoTypes|DeathWeapon]]}} is specified on the unit then that weapon will be fired.
 
# If {{tt|DeathWeapon}} is not specified on the unit then the its [[Primary#Current_Primary_Weapon|current primary weapon]] will be fired instead.
 
# If {{tt|DeathWeapon}} is not specified on the unit then the its [[Primary#Current_Primary_Weapon|current primary weapon]] will be fired instead.
 
# If the unit has neither a {{tt|DeathWeapon}} nor a current primary weapon, the default [[DeathWeapon#As_a_concept|death weapon]] specified by {{sl|CombatDamage}}{{arr}}{{tt|[[DeathWeapon#For_.5BCombatDamage.5D|DeathWeapon]]}} will be fired instead.
 
# If the unit has neither a {{tt|DeathWeapon}} nor a current primary weapon, the default [[DeathWeapon#As_a_concept|death weapon]] specified by {{sl|CombatDamage}}{{arr}}{{tt|[[DeathWeapon#For_.5BCombatDamage.5D|DeathWeapon]]}} will be fired instead.
  
[[AircraftType]]s are a special case. Even without {{TTL|Explodes|yes}} 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.
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[[AircraftType]]s are a special case. Even without {{f|Explodes|yes|link}} 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 ==
 
== For OverlayTypes ==
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:
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This feature was neither used in {{Ts}} nor {{Ra2}}, though the logic is still present. If an [[OverlayType]] has {{f|Explodes|yes|link}} 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 an 85% 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.

Revision as of 09:58, 27 November 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 Explodes=yes is set on a unit, its Primary weapon will be fired once at the cell that the unit occupies when it is destroyed. If the unit does not have Primary set then Explodes=yes 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 Storage set to a positive integer, as well as Explodes=yes 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 * [CombatDamage]→TiberiumExplosionDamage, although this is unconfirmed.

In Red Alert 2 and Yuri's Revenge

If Explodes=yes 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 Temporal=no:

  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 Explodes=yes 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 Explodes=yes set, then the following will occur in order when the overlay is destroyed:

See also