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Warhead

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As a Flag

On Weapons

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: Warhead
File(s): rules(md).ini
Values: Strings: Normal text. (Limited to: Warheads)
Special Values: Special (see below)
Applicable to: Weapons, VoxelAnims


In all Rules(md).ini based C&Cs, Warhead defines a Warhead that this weapon/debris should use to deal damage upon impact.

In [Maximums]

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: Warhead
File(s): rules(md).ini
Values: Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767.
Special Values: Special (see below)
Applicable to: Maximums


This is also a flag in the [Maximums] section, defining the maximum amount of Warhead types that can co-exist at the same time.

On Animations

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: Warhead
File(s): art(md).ini
Values: Strings: Normal text. (Limited to: Warheads)
Special Values: Special (see below)
Applicable to: Animations


In art(md).ini, Warhead can be attached to an animation, which, as long as it has a valid ExpireAnim setting and a Damage tag, defines which armour types the animation can damage. Other tags do not work correctly with Animation warheads, including CellSpread and EMEffect.

[Special]

Note: this section is applicable to RA2/YR only.

Warhead=Special is a really special case. It is used for spawner weapons (weapons which instead of firing spawn certain AircraftTypes to attack the target). (See Spawns.)

As an Object

A warhead controls most of the weapon impact behaviour, including the damage multiplier for certain armor types, the spread of the damage, the graphics of the impact, and a lot of special case functionality.

See Warhead Flags for a list of flags applicable to a Warhead.

Notes

Warheads are the rock, scissors, paper of RA2 weapons.

The warhead in its most basic form is a multiplier to the damage of a weapon. 100% is the default and means that the weapons total damage equals: Damage= x1.0. If a warhead is only 25% effective then total damage equals: Damage x0.25. % settings can be higher the 100%, but there is a difference between a combo of Positive verses and negative Damage and a combo of negative Verses and positive Damage.

Warheads can also spawn particles, shake the screen, destroy tiberium and have special tags which releate to the immunetoxxxx tags.

Applicable INI Flags

These tables show all INI flags applicable1 to Warhead. 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) ""


WarheadType
INI File Section Key Value Type Default Value Adds to list
Rules(md).ini Object's ID CellSpread float 0
Rules(md).ini Object's ID CellInset float 0
Rules(md).ini Object's ID PercentAtMax float 1.0
Rules(md).ini Object's ID CausesDelayKill boolean 0
Rules(md).ini Object's ID DelayKillFrames int 5
Rules(md).ini Object's ID DelayKillAtMax float 1.0
Rules(md).ini Object's ID CombatLightSize float 0
Rules(md).ini Object's ID Particle ParticleSystem 0 +
Rules(md).ini Object's ID Conventional boolean 0
Rules(md).ini Object's ID Wall boolean 0
Rules(md).ini Object's ID WallAbsoluteDestroyer boolean 0
Rules(md).ini Object's ID PenetratesBunker boolean 0
Rules(md).ini Object's ID Wood boolean 0
Rules(md).ini Object's ID Tiberium boolean 0
Rules(md).ini Object's ID Sparky boolean 0
Rules(md).ini Object's ID Sonic boolean 0
Rules(md).ini Object's ID Rocker boolean 0
Rules(md).ini Object's ID DirectRocker boolean 0
Rules(md).ini Object's ID Fire boolean 0
Rules(md).ini Object's ID Bright boolean 0
Rules(md).ini Object's ID CLDisableRed boolean 0
Rules(md).ini Object's ID CLDisableGreen boolean 0
Rules(md).ini Object's ID CLDisableBlue boolean 0
Rules(md).ini Object's ID AnimList vector<Animation> {} +
Rules(md).ini Object's ID InfDeath int 0
Rules(md).ini Object's ID Deform float 0.0
Rules(md).ini Object's ID DeformThreshold int 0
Rules(md).ini Object's ID EMEffect boolean 0
Rules(md).ini Object's ID MindControl boolean 0
Rules(md).ini Object's ID Poison boolean 0
Rules(md).ini Object's ID IvanBomb boolean 0
Rules(md).ini Object's ID ElectricAssault boolean 0
Rules(md).ini Object's ID Parasite boolean 0
Rules(md).ini Object's ID Temporal boolean 0
Rules(md).ini Object's ID IsLocomotor boolean 0
Rules(md).ini Object's ID Locomotor CLSID Teleport
Rules(md).ini Object's ID Airstrike boolean 0
Rules(md).ini Object's ID Psychedelic boolean 0
Rules(md).ini Object's ID BombDisarm boolean 0
Rules(md).ini Object's ID Paralyzes boolean 0
Rules(md).ini Object's ID Culling boolean 0
Rules(md).ini Object's ID MakesDisguise boolean 0
Rules(md).ini Object's ID NukeMaker boolean 0
Rules(md).ini Object's ID ProneDamage float 1.0
Rules(md).ini Object's ID Radiation boolean 0
Rules(md).ini Object's ID PsychicDamage boolean 0
Rules(md).ini Object's ID AffectsAllies boolean 1
Rules(md).ini Object's ID Bullets boolean 0
Rules(md).ini Object's ID Veinhole boolean 0
Rules(md).ini Object's ID ShakeXlo int 0
Rules(md).ini Object's ID ShakeXhi int 0
Rules(md).ini Object's ID ShakeYlo int 0
Rules(md).ini Object's ID ShakeYhi int 0
Rules(md).ini Object's ID MaxDebris int 0
Rules(md).ini Object's ID MinDebris int 0
Rules(md).ini Object's ID DebrisTypes vector<VoxelAnimation> {} +
Rules(md).ini Object's ID DebrisMaximums vector<int> {}
Rules(md).ini Object's ID Verses float[11] {1.0}


Weapon c4.png Armament System related Flags on ModEnc