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{{Flag
 
{{Flag
|name={{PAGENAME}}
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|name=Explodes
|files={{Categ|Rules(md).ini}}
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|files={{Categ|ini=rules}}
|values=boolean
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|values={{Values|boolean}}
|default=no
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|default=false
|types={{Categ|InfantryTypes}}, {{Categ|VehicleTypes}}, {{Categ|AircraftTypes}}, {{Categ|BuildingTypes}}, {{Categ|OverlayTypes}}
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|types={{Categ|Technoes}}; {{Categ|OverlayTypes}}
 
|ts=yes
 
|ts=yes
 
|fs=yes
 
|fs=yes
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}}
 
}}
  
== For Techno Types ==
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== For TechnoTypes ==
  
 
=== In Tiberian Sun and Firestorm ===
 
=== In Tiberian Sun and Firestorm ===
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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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.
  
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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The power of the explosion is proportional to the strength of the destroyed unit. The stronger the unit, the more powerful explosion.
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Note that {{f|Explodes}} is not responsible for the special explosions of harvesters containing Tiberium. See {{f|TiberiumExplosive|link}} for this effect.
  
 
=== In Red Alert 2 and Yuri's Revenge ===
 
=== In Red Alert 2 and Yuri's Revenge ===
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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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}}:
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# If {{tt|[[DeathWeapon#For_TechnoTypes|DeathWeapon]]}} is specified on the unit then that weapon will be fired.
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# If {{tt|DeathWeapon}} is not specified on the unit then the its [[Primary#Current_Primary_Weapon|current primary weapon]] will be fired instead.
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# 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.
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# If the unit can carry {{tt|Passengers}} any passengers inside will perish.
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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 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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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 cell containing the overlay is damaged:
 
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* The overlay is removed. Units firing at the cell will stop shooting at it.
*Display the animation defined by [{{TTL|General}}]{{TTL|BarrelExplode}}=.
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* The [[animation]] specified by {{sl|General|BarrelExplode}} will always be displayed.
*Spawn the debris defined by [{{TTL|General}}]{{TTL|BarrelDebris}}=.
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* There is an 85% chance that one of the [[VoxelAnims]] specified by {{sl|General|BarrelDebris}} will be randomly selected and spawned.
*Spawn the particle defined by [{{TTL|General}}]{{TTL|BarrelParticle}}=.
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* There is a 25% chance that the [[particle]] specified by {{sl|General|BarrelParticle}} will be spawned.
*Deal damage to the cell it occupied defined by [{{TTL|CombatDamage}}]{{TTL|AmmoCrateDamage}}=.
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* 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.
  
== See Also ==
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== See also ==
*[[Exploding Tiberium in RA2]]
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* [[Recreating Tiberium Damage in Yuri%27s Revenge#Explosive Tiberium|Explosive Tiberium in RA2]]

Revision as of 02:29, 14 October 2013

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.

Note that Explodes is not responsible for the special explosions of harvesters containing Tiberium. See TiberiumExplosive for this effect.

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.
  4. If the unit can carry Passengers any passengers inside will perish.

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 cell containing the overlay is damaged:

See also