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{{DeeZireInclusion}}<br />
{{Flag
Can be set to 'yes' or 'no' and determines if the projectile is inherently inaccurate. If this is set to 'yes' then the projectile will scatter randomly by the number of cells defined by the HomingScatter= statement from the [CombatDamage] section.
|name={{PAGENAME}}
|files={{Categ|Rules(md).ini}}
|values={{Values|boolean}}
|default=no
|types={{Categ|Projectile|Projectiles}}
|ra=yes
|cs=yes
|am=yes
|ts=yes
|fs=yes
|hp=yes
|ets=yes
|ra2=yes
|yr=yes
|rp=yes
}}
Determines if the projectile is inherently inaccurate. This tag has several effects, and not all of them are mentioned here.<br>
Note that projectiles can be considered inaccurate even if {{f|Inaccurate|no|link}}. See {{f|BallisticScatter|link}}.<br>
 
== Effects ==
If set, the projectile can scatter randomly by the number of cells defined in the {{f|BallisticScatter|link}} or {{f|HomingScatter|link}} flags from the {{Categ|CombatDamage}} section.<br>
The projectiles will not snap to the target and thus will not count as a direct hit when detonating in a short distance from the target. This means a weapon without {{f|Spread|link}} or {{f|CellSpread|link}} might not damage the target.

Latest revision as of 21:53, 31 March 2025

Tiberian Dawn Red Alert Tiberian Sun Firestorm Red Alert 2 Yuri's Revenge
Flag: Inaccurate
File(s): Rules(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: no
Applicable to: Projectiles


Determines if the projectile is inherently inaccurate. This tag has several effects, and not all of them are mentioned here.
Note that projectiles can be considered inaccurate even if Inaccurate=no. See BallisticScatter.

Effects

If set, the projectile can scatter randomly by the number of cells defined in the BallisticScatter or HomingScatter flags from the CombatDamage section.
The projectiles will not snap to the target and thus will not count as a direct hit when detonating in a short distance from the target. This means a weapon without Spread or CellSpread might not damage the target.