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Spread

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Revision as of 15:56, 20 April 2020 by Crimsonum (talk | contribs) (On Warheads)
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On Tiberiums

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: Spread
File(s): Rules(md).ini
Values: Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767.
Applicable to: Tiberiums


Specifies the spread rate, in frames, of this Tiberium/ore type. In other words, this flag determines the delay between each spread check. Once this many frames has passed, each OverlayTypes instance of this Tiberium type will roll a dice to determine if they will actually spread. The global flag TiberiumSpreads can be used to disable spread for all Tiberium types for a particular game or map.

On Warheads

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: Spread
File(s): Rules(md).ini
Values: Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767.
Default: 1
Applicable to: Warheads

Cc cnrdelete-all.pngLogic related to Spread, as a whole or in part, is obsolete in Red Alert 2 and/or Yuri's Revenge.



This illustration shows damage falloff steps (rings) in Tiberian Sun with Spread=16. On each ring, damage is decreased by 50% from the previous step. Note the maximum area of effect and the four corner Cell Spots which are excluded from it.

Specifies the radius, in pixels[1], of each damage falloff step of this warhead. This is measured from the point of impact outwards, in a circle. In effect, the warhead itself forms the epicenter of the explosion.

See Also

Notes

  1. In Tiberian Sun, this is measured horizontally due to the pseudo-isometric perspective of the game.