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Explodes

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Revision as of 19:13, 5 June 2008 by Vinifera7 (talk | contribs) (Thanks for the information DCoder. Just touching up..)
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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.

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.

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