IsMagBeam: Difference between revisions
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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 17:30, 2 July 2025
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| 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.





