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{{DeeZireInclusion}}<br />
{{Flag
Specifies the weapon that is fired when this projectile explodes at its target. This is used to create the Prism Tank weapon effect. For this to work, the projectile also requires a ShrapnelCount=, and the ShrapnelWeapon= itself must be defined as a weapon in its own right in the RULES file, with its own Projectile= and Warhead=, and that weapon must be allocated to a unit in the game (typically a 'placeholder' solely for this purpose) even if that unit never actually gets used.
|name=[[ShrapnelWeapon]]
|files={{Categ|rules(md).ini}}
|values=Strings (Names of Weapons)
|default=none
|types={{Categ|Projectile|Projectiles}}
|ra2=yes
|yr=yes
|rp=yes
}}
If set, the warhead will fire this weapon upon detonation, from the impact point, if the impact point is not inside a structure. The amount of shots to fire is set by <tt>[[ShrapnelCount]]=</tt>. <br />
This is used for the Prism Tank reflection effect.
 
'''Note:''' Like with <tt>[[AirburstWeapon]]</tt>, this weapon has to be attached to some (potentially dummy) unit, so that the game loads this weapon at startup time. Failing to do so will result in [[Internal Error]]s whenever the shrapnel effect is supposed to fire.
 
===Additional effects===
Unlike <tt>[[AirburstWeapon]]s</tt>, these can have various additional effects.
 
* '''What a <tt>ShrapnelWeapon</tt> CAN have:'''
** [[IsLaser|It can be a laser]]
** [[IsElectricBolt|It can be an electric bolt]]
**[[MinDebris]]
**[[MaxDebris]]
**[[DebrisTypes]]
**[[DebrisMaximums]]
**[[Wood]]
**[[Wall]]
**[[WallAbsoluteDestroyer]]
**[[Rocker]]
**[[Particle]]
**[[ShakeXlo]]
**[[ShakeXhi]]
**[[ShakeYlo]]
**[[ShakeYhi]]
**[[AnimList]]
**[[EMEffect]]
**[[Sonic]]
**[[ElectricAssault]]
**[[IvanBomb]]
**[[IsLocomotor]]
**[[Psychedelic]]
**[[MindControl]] (Can be used if there is {{f|MindControl|yes|link}} on the warhead [[Primary]],[[ElitePrimary]],[[Weapon1]],[[EliteWeapon1]]+Used via logic {{f|AreaFire|yes|link}} Only).
**[[Temporal]] (Can be used if there is {{f|Temporal|yes|link}} on the warhead [[Primary]],[[ElitePrimary]],[[Weapon1]],[[EliteWeapon1]]+Used via logic {{f|AreaFire|yes|link}} Only).
**[[Airstrike]]
**[[ShrapnelWeapon]]
**[[ShrapnelCount]]
**[[AirburstWeapon]]
**[[Cluster]]
**[[Acceleration]]
**[[Level]]
**[[Dropping]]
**[[Vertical]]
**[[DetonationAltitude]]
**[[FirersPalette]]
**[[Conventional]]
** Projectiles which burst into additional shrapnel stages.
* '''What it CANNOT have:'''
** [[IsRadBeam|It cannot be a radiation beam]]
** [[IsSonic|It cannot be a sonic wave]]
** [[IsRadEruption]]
** [[DiskLaser]]
** [[IsRailgun]]
** [[IsMagBeam]]
**[[Anim]]
**[[Burst]]
**[[UseSparkParticles]]
**[[AttachedParticleSystem]]
**{{f|AG|no|link}}
**[[Report]]
**[[Parasite]]
**[[DirectRocker]]
**[[Spawner]]
**[[Suicide]]
**[[FireOnce]] (Depends on adding this tag to [[Primary]],[[ElitePrimary]],[[Weapon1]],[[EliteWeapon1]] only).
**[[DrainWeapon]]
**[[MinimumRange]]
**[[MakesDisguise]]
** Projectiles which burst into airburst weapons (Needs to be confirmed).
=={{Bugs}}==
*If there is <b><u><font style="color:blue">ShrapnelWeapon</font></u></b> but not <b><u>[[ShrapnelCount]]</u></b>
The effects of <b><u><font style="color:blue">ShrapnelWeapon</font></u></b> occur when attacking <font style="color:green">Trees</font> and <b><u>[[VehicleTypes]]</u></b> of your opponent only. ;Effects caused by <b><u><font style="color:blue">ShrapnelWeapon</font></u></b> have a random number.
*If any weapon has <b>{{f|AA|yes|Link}}</b> and <b>ShrapnelWeapon=xxx</b> and the weapon attacks units floating in the sky.
Additional effects created by the <b>ShrapnelWeapon</b> section will not work if there is no unit or object (objects that support the <b>ShrapnelWeapon</b> effect such as <font style="color:green">Trees</font> etc.) under the unit that floats in the sky.
*<b>[[Range]]</b>,<b>[[ROF]]</b>,<b>[[Report]]</b>,<b>[[Anim]]</b > of the weapons in the section <b>[[ShrapnelWeapon]]</b> will be completely ignored. (Even if there is <b>{{f|Range|0|Link}}</b> or  <b>{{f|ROF|1|Link}}</b> or <b>{{f|ROF|1000|Link}}</b>).
 
{{Automatictypelist}}

Latest revision as of 17:50, 2 July 2025

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Flag: ShrapnelWeapon
File(s): rules(md).ini
Values: Strings (Names of Weapons)
Default: none
Applicable to: Projectiles


If set, the warhead will fire this weapon upon detonation, from the impact point, if the impact point is not inside a structure. The amount of shots to fire is set by ShrapnelCount=.
This is used for the Prism Tank reflection effect.

Note: Like with AirburstWeapon, this weapon has to be attached to some (potentially dummy) unit, so that the game loads this weapon at startup time. Failing to do so will result in Internal Errors whenever the shrapnel effect is supposed to fire.

Additional effects

Unlike AirburstWeapons, these can have various additional effects.

Bugs/Side-Effects/Unexpected Limitations

The effects of ShrapnelWeapon occur when attacking Trees and VehicleTypes of your opponent only. ;Effects caused by ShrapnelWeapon have a random number.

  • If any weapon has AA=yes and ShrapnelWeapon=xxx and the weapon attacks units floating in the sky.

Additional effects created by the ShrapnelWeapon section will not work if there is no unit or object (objects that support the ShrapnelWeapon effect such as Trees etc.) under the unit that floats in the sky.

Automatic List Inclusion

Objects used as values for this flag are automatically listed under the appropriate internal array. However no harm can be done by listing them manually.