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Difference between revisions of "Projectile"

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(Added note about [Projectiles])
m (table fix)
Line 39: Line 39:
 
{{Applicable INI Flags Header|ProjectileType}}
 
{{Applicable INI Flags Header|ProjectileType}}
 
|-
 
|-
| {{Ini|Rules}} || Object's ID || {{TTL|Arm}}  || int || 0
+
| {{Ini|Rules}} || Object's ID || {{TTL|Arm}}  || int || 0 ||
 
|-
 
|-
| {{Ini|Rules}} || Object's ID || {{TTL|ROT}}  || int || 0
+
| {{Ini|Rules}} || Object's ID || {{TTL|ROT}}  || int || 0 ||
 
|-
 
|-
| {{Ini|Rules}} || Object's ID || {{TTL|CourseLockDuration}}  || int || 0
+
| {{Ini|Rules}} || Object's ID || {{TTL|CourseLockDuration}}  || int || 0 ||
 
|-
 
|-
| {{Ini|Rules}} || Object's ID || {{TTL|Elasticity}}  || float || 1.8125
+
| {{Ini|Rules}} || Object's ID || {{TTL|Elasticity}}  || float || 1.8125 ||
 
|-
 
|-
| {{Ini|Rules}} || Object's ID || {{TTL|Acceleration}}  || float || 3
+
| {{Ini|Rules}} || Object's ID || {{TTL|Acceleration}}  || float || 3 ||
 
|-
 
|-
| {{Ini|Rules}} || Object's ID || {{TTL|Color}}  || Color || 0
+
| {{Ini|Rules}} || Object's ID || {{TTL|Color}}  || Color || 0 ||
 
|-
 
|-
| {{Ini|Rules}} || Object's ID || {{TTL|Arcing}}  || boolean || 0
+
| {{Ini|Rules}} || Object's ID || {{TTL|Arcing}}  || boolean || 0 ||
 
|-
 
|-
| {{Ini|Rules}} || Object's ID || {{TTL|Floater}}  || boolean || 0
+
| {{Ini|Rules}} || Object's ID || {{TTL|Floater}}  || boolean || 0 ||
 
|-
 
|-
| {{Ini|Rules}} || Object's ID || {{TTL|SubjectToCliffs}}  || boolean || 0
+
| {{Ini|Rules}} || Object's ID || {{TTL|SubjectToCliffs}}  || boolean || 0 ||
 
|-
 
|-
| {{Ini|Rules}} || Object's ID || {{TTL|SubjectToElevation}}  || boolean || 0
+
| {{Ini|Rules}} || Object's ID || {{TTL|SubjectToElevation}}  || boolean || 0 ||
 
|-
 
|-
| {{Ini|Rules}} || Object's ID || {{TTL|SubjectToWalls}}  || boolean || 0
+
| {{Ini|Rules}} || Object's ID || {{TTL|SubjectToWalls}}  || boolean || 0 ||
 
|-
 
|-
| {{Ini|Rules}} || Object's ID || {{TTL|VeryHigh}}  || boolean || 0
+
| {{Ini|Rules}} || Object's ID || {{TTL|VeryHigh}}  || boolean || 0 ||
 
|-
 
|-
| {{Ini|Rules}} || Object's ID || {{TTL|Shadow}}  || boolean || 1
+
| {{Ini|Rules}} || Object's ID || {{TTL|Shadow}}  || boolean || 1 ||
 
|-
 
|-
| {{Ini|Rules}} || Object's ID || {{TTL|Dropping}}  || boolean || 0
+
| {{Ini|Rules}} || Object's ID || {{TTL|Dropping}}  || boolean || 0 ||
 
|-
 
|-
| {{Ini|Rules}} || Object's ID || {{TTL|Level}}  || boolean || 0
+
| {{Ini|Rules}} || Object's ID || {{TTL|Level}}  || boolean || 0 ||
 
|-
 
|-
| {{Ini|Rules}} || Object's ID || {{TTL|Inviso}}  || boolean || 0
+
| {{Ini|Rules}} || Object's ID || {{TTL|Inviso}}  || boolean || 0 ||
 
|-
 
|-
| {{Ini|Rules}} || Object's ID || {{TTL|Proximity}}  || boolean || 0
+
| {{Ini|Rules}} || Object's ID || {{TTL|Proximity}}  || boolean || 0 ||
 
|-
 
|-
| {{Ini|Rules}} || Object's ID || {{TTL|Ranged}}  || boolean || 0
+
| {{Ini|Rules}} || Object's ID || {{TTL|Ranged}}  || boolean || 0 ||
 
|-
 
|-
| {{Ini|Rules}} || Object's ID || {{TTL|Inaccurate}}  || boolean || 0
+
| {{Ini|Rules}} || Object's ID || {{TTL|Inaccurate}}  || boolean || 0 ||
 
|-
 
|-
| {{Ini|Rules}} || Object's ID || {{TTL|FlakScatter}}  || boolean || 0
+
| {{Ini|Rules}} || Object's ID || {{TTL|FlakScatter}}  || boolean || 0 ||
 
|-
 
|-
| {{Ini|Rules}} || Object's ID || {{TTL|AA}}  || boolean || 0
+
| {{Ini|Rules}} || Object's ID || {{TTL|AA}}  || boolean || 0 ||
 
|-
 
|-
| {{Ini|Rules}} || Object's ID || {{TTL|AG}}  || boolean || 1
+
| {{Ini|Rules}} || Object's ID || {{TTL|AG}}  || boolean || 1 ||
 
|-
 
|-
| {{Ini|Rules}} || Object's ID || {{TTL|Degenerates}}  || boolean || 0
+
| {{Ini|Rules}} || Object's ID || {{TTL|Degenerates}}  || boolean || 0 ||
 
|-
 
|-
| {{Ini|Rules}} || Object's ID || {{TTL|Bouncy}}  || boolean || 0
+
| {{Ini|Rules}} || Object's ID || {{TTL|Bouncy}}  || boolean || 0 ||
 
|-
 
|-
| {{Ini|Rules}} || Object's ID || {{TTL|Airburst}}  || int || 0
+
| {{Ini|Rules}} || Object's ID || {{TTL|Airburst}}  || int || 0 ||
 
|-
 
|-
| {{Ini|Rules}} || Object's ID || {{TTL|Cluster}}  || boolean || 1
+
| {{Ini|Rules}} || Object's ID || {{TTL|Cluster}}  || boolean || 1 ||
 
|-
 
|-
| {{Ini|Rules}} || Object's ID || {{TTL|Scalable}}  || boolean || 0
+
| {{Ini|Rules}} || Object's ID || {{TTL|Scalable}}  || boolean || 0 ||
 
|-
 
|-
| {{Ini|Rules}} || Object's ID || {{TTL|Image}}  || string || ""
+
| {{Ini|Rules}} || Object's ID || {{TTL|Image}}  || string || "" ||
 
|-
 
|-
| {{Ini|Art}} || Object's Image || {{TTL|Trailer}}  || Animation * || 0
+
| {{Ini|Art}} || Object's Image || {{TTL|Trailer}}  || Animation * || 0 ||
 
|-
 
|-
| {{Ini|Art}} || Object's Image || {{TTL|SpawnDelay}}  || int || 0
+
| {{Ini|Art}} || Object's Image || {{TTL|SpawnDelay}}  || int || 0 ||
 
|-
 
|-
| {{Ini|Art}} || Object's Image || {{TTL|Rotates}}  || boolean || 1
+
| {{Ini|Art}} || Object's Image || {{TTL|Rotates}}  || boolean || 1 ||
 
|-
 
|-
| {{Ini|Art}} || Object's Image || {{TTL|Flat}}  || boolean || 0
+
| {{Ini|Art}} || Object's Image || {{TTL|Flat}}  || boolean || 0 ||
 
|-
 
|-
| {{Ini|Rules}} || Object's ID || {{TTL|AirburstWeapon}}  || WeaponType * || 0
+
| {{Ini|Rules}} || Object's ID || {{TTL|AirburstWeapon}}  || WeaponType * || 0 ||
 
|-
 
|-
| {{Ini|Rules}} || Object's ID || {{TTL|ShrapnelWeapon}}  || WeaponType * || 0
+
| {{Ini|Rules}} || Object's ID || {{TTL|ShrapnelWeapon}}  || WeaponType * || 0 ||
 
|-
 
|-
| {{Ini|Rules}} || Object's ID || {{TTL|ShrapnelCount}}  || int || 0
+
| {{Ini|Rules}} || Object's ID || {{TTL|ShrapnelCount}}  || int || 0 ||
 
|-
 
|-
| {{Ini|Rules}} || Object's ID || {{TTL|DetonationAltitude}}  || int || 0
+
| {{Ini|Rules}} || Object's ID || {{TTL|DetonationAltitude}}  || int || 0 ||
 
|-
 
|-
| {{Ini|Rules}} || Object's ID || {{TTL|Vertical}}  || boolean || 0
+
| {{Ini|Rules}} || Object's ID || {{TTL|Vertical}}  || boolean || 0 ||
 
|-
 
|-
| {{Ini|Rules}} || Object's ID || {{TTL|FirersPalette}}  || boolean || 0
+
| {{Ini|Rules}} || Object's ID || {{TTL|FirersPalette}}  || boolean || 0 ||
 
|-
 
|-
| {{Ini|Art}} || Object's Image || {{TTL|AnimLow}}  || int || 0
+
| {{Ini|Art}} || Object's Image || {{TTL|AnimLow}}  || int || 0 ||
 
|-
 
|-
| {{Ini|Art}} || Object's Image || {{TTL|AnimHigh}}  || int || 0
+
| {{Ini|Art}} || Object's Image || {{TTL|AnimHigh}}  || int || 0 ||
 
|-
 
|-
| {{Ini|Art}} || Object's Image || {{TTL|AnimRate}}  || int || 0
+
| {{Ini|Art}} || Object's Image || {{TTL|AnimRate}}  || int || 0 ||
 
|-
 
|-
| {{Ini|Art}} || Object's Image || {{TTL|AnimPalette}}  || boolean || 0
+
| {{Ini|Art}} || Object's Image || {{TTL|AnimPalette}}  || boolean || 0 ||
 
|}
 
|}
 
</onlyinclude>
 
</onlyinclude>

Revision as of 23:15, 20 April 2008

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: Projectile
File(s): Rules(md).ini
Values: strings (names of Projectiles) / unsigned integers
Default: null
Applicable to: Weapons, Maximums


As a Flag

In all rules(md).ini based C&Cs, Projectile= determines which Projectile a weapon should use.

In Red Alert, it is also a valid flag of the [[[:Template:TTL]]] section, specifying the maximum amount of projectile types that can exist at the same time. (Note: In that case, the accepted values are unsigned integers. Definitely not names of projectiles.)

As an Object

A projectile is the part of the weapon which, after graphically flying through a certain path, calls the Warhead that does the damage.

Note: While there is no [Projectiles] list in the rules, the game does construct one internally from the projectiles refered to by active weapons. You might find references to this list in the more technical parts of the documentation.


Applicable INI Flags

These tables show all INI flags applicable1 to Projectile. The flags are grouped by the internal classes the flags are inherited from, and then listed in the order they are read in by the game. You can re-sort the rows by column values by clicking the arrow icons in the column headings. Each flag can be clicked to visit its page for detailed information.

Please note that this section is accurate only for Yuri's Revenge. All other C&C games use different sets of flags.

1 "Applicable" in this context means "read from the INI files". Certain flags listed here don't have any effect ingame , but they are read and in certain cases cause a crash if not present. Again, refer to each flag's individual page for detailed information.


AbstractTypes
INI File Section Key Value Type Default Value Adds to list
Rules(md).ini Object's ID Name string(48 symbols) ID
Rules(md).ini Object's ID UIName string(31 symbol) ""


ObjectTypes
INI File Section Key Value Type Default Value Adds to list
Rules(md).ini Object's ID Image string (31 symbol) Object's ID
Rules(md).ini Object's ID AlphaImage string (31 symbol) ""
Rules(md).ini Object's ID CrushSound Sound (128 symbols) ""
Rules(md).ini Object's ID AmbientSound Sound (128 symbols) ""
Rules(md).ini Object's ID Crushable boolean 0
Rules(md).ini Object's ID Bombable boolean 1
Rules(md).ini Object's ID NoSpawnAlt boolean 0
Rules(md).ini Object's ID AlternateArcticArt boolean 0
Rules(md).ini Object's ID RadarInvisible boolean 0
Rules(md).ini Object's ID Selectable boolean 1
Rules(md).ini Object's ID LegalTarget boolean 1
Rules(md).ini Object's ID Armor Armor 0
Rules(md).ini Object's ID Strength int 0
Rules(md).ini Object's ID Immune boolean 0
Rules(md).ini Object's ID Insignificant boolean 0
Rules(md).ini Object's ID HasRadialIndicator boolean 0
Rules(md).ini Object's ID RadialColor Color 0,0,0
Rules(md).ini Object's ID IgnoresFirestorm boolean 0
Art(md).ini Object's Image UseLineTrail boolean 0
Art(md).ini Object's Image LineTrailColor Color 0,0,0
Art(md).ini Object's Image LineTrailColorDecrement int 16
Art(md).ini Object's Image Theater boolean 0
Art(md).ini Object's Image NewTheater boolean 0
Art(md).ini Object's Image Voxel boolean 0


ProjectileType
INI File Section Key Value Type Default Value Adds to list
Rules(md).ini Object's ID Template:TTL int 0
Rules(md).ini Object's ID Template:TTL int 0
Rules(md).ini Object's ID Template:TTL int 0
Rules(md).ini Object's ID Template:TTL float 1.8125
Rules(md).ini Object's ID Template:TTL float 3
Rules(md).ini Object's ID Template:TTL Color 0
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL boolean 1
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL boolean 1
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL int 0
Rules(md).ini Object's ID Template:TTL boolean 1
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL string ""
Art(md).ini Object's Image Template:TTL Animation * 0
Art(md).ini Object's Image Template:TTL int 0
Art(md).ini Object's Image Template:TTL boolean 1
Art(md).ini Object's Image Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL WeaponType * 0
Rules(md).ini Object's ID Template:TTL WeaponType * 0
Rules(md).ini Object's ID Template:TTL int 0
Rules(md).ini Object's ID Template:TTL int 0
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL boolean 0
Art(md).ini Object's Image Template:TTL int 0
Art(md).ini Object's Image Template:TTL int 0
Art(md).ini Object's Image Template:TTL int 0
Art(md).ini Object's Image Template:TTL boolean 0


Weapon c4.png Armament System related Flags on ModEnc