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Difference between revisions of "IsMagBeam"
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(a bug) |
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− | {{ | + | {{Flag |
− | + | |name=IsMagBeam | |
− | + | |files={{Categ|Rules(md).ini|Rulesmd.ini}} | |
+ | |values=boolean | ||
+ | |default=no | ||
+ | |types={{Categ|Weapon|Weapons}} | ||
+ | |yr=yes | ||
+ | |rp=yes | ||
+ | }} | ||
+ | |||
+ | If set, the game will draw a colored wave along the projectile path (target -> firer when targeting [[VehicleTypes]], reversed otherwise). This is used on the Magnetron. A similar, but broken wave can be created by using <tt>[[IsSonic]]=yes</tt> on the weapon instead. | ||
+ | |||
+ | ''Note:'' if the projectile is invisible, then the warhead will detonate when the wave hits the target. If it is visible, this wave will be only a graphic effect, and the warhead will detonate when the visible projectile hits. However, AI units will "sense" the wave and try to scatter before the projectile hits. | ||
+ | |||
+ | {{Bugs}} | ||
+ | If the target moves out of Weapon's Range, the MagBeam will still be drawn and AmbientDamage will still work. | ||
+ | *This bug has been fixed in Ares 0.B. |
Latest revision as of 15:22, 2 May 2021
Flag: | IsMagBeam |
File(s): | Rulesmd.ini |
Values: | boolean |
Default: | no |
Applicable to: | Weapons |
If set, the game will draw a colored wave along the projectile path (target -> firer when targeting VehicleTypes, reversed otherwise). This is used on the Magnetron. A similar, but broken wave can be created by using IsSonic=yes on the weapon instead.
Note: if the projectile is invisible, then the warhead will detonate when the wave hits the target. If it is visible, this wave will be only a graphic effect, and the warhead will detonate when the visible projectile hits. However, AI units will "sense" the wave and try to scatter before the projectile hits.
Bugs/Side-Effects/Unexpected Limitations
If the target moves out of Weapon's Range, the MagBeam will still be drawn and AmbientDamage will still work.
- This bug has been fixed in Ares 0.B.