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Difference between revisions of "Explodes"

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m (promoted See Also to separate section)
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If set, <tt>Explodes</tt>=yes will force the object to fire its [[DeathWeapon]]= at itself when it gets killed/destroyed. In the event that [[DeathWeapon]] is undefined, it fires its [[Primary]]= weapon instead.
 
If set, <tt>Explodes</tt>=yes will force the object to fire its [[DeathWeapon]]= at itself when it gets killed/destroyed. In the event that [[DeathWeapon]] is undefined, it fires its [[Primary]]= weapon instead.
  
==== See Also: ====
+
== See Also: ==
 
*[[AmmoCrateDamage]]=
 
*[[AmmoCrateDamage]]=
 
*[[TiberiumExplosionDamage]]=
 
*[[TiberiumExplosionDamage]]=

Revision as of 09:58, 1 June 2005

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(yes/no)
Special Values: None
Default: No
Applicable to: InfantryTypes/VehicleTypes/AircraftTypes/BuildingTypes


TS/FS

Is a special case. If set, Explodes=yes will cause the following effects:

  • In case the object had a capability of storing Tiberium, it caused an explosion with damage proportional to the amount of Tiberium contained inside (my guess is amount of 'bails' loaded * [CombatDamage]TiberiumExplosionDamage= , though that is unconfirmed).
  • Otherwise, it dealt as much damage as defined by [CombatDamage]AmmoCrateDamage=.

RA2/YR

If set, Explodes=yes will force the object to fire its DeathWeapon= at itself when it gets killed/destroyed. In the event that DeathWeapon is undefined, it fires its Primary= weapon instead.

See Also: