Jump to content

BridgeStrength: Difference between revisions

From ModEnc²
en>Starkku
Fixed the values to signed integers. Using maximum value of unsigned long integer appears to work like value of 1, going just slightly above the 2147483647 freezes the game if shoot bridges.
m 7 revisions imported
 
(2 intermediate revisions by 2 users not shown)
Line 13: Line 13:
}}
}}


Bridge tiles are assumed to have {{f|Armor|none|link}} and this much {{f|Strength|link}} for damage calculation purposes, i.e. after taking this much damage, they will explode.
Bridge [[TileSets|tiles]] and [[OverlayTypes|overlay]] are assumed to have {{f|Armor|none|link}} and this much {{f|Strength|link}} for damage calculation purposes. Each bridge segment has a chance of collapsing after receiving damage, calculated as follows:
 
([[Damage]] vs. [[verses|heavy]] armor / BridgeStrength) × 100%
 
Furthermore, only damage from warheads with {{f|Wall|yes|link}} is taken into consideration.
 
== See Also ==
* [[DestroyableBridges]]

Latest revision as of 21:37, 31 March 2025

Tiberian Dawn Red Alert Tiberian Sun Firestorm Red Alert 2 Yuri's Revenge
Flag: BridgeStrength
File(s): Rules(md).ini
Values: Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767.
Default: 0 ?
Applicable to: CombatDamage


Bridge tiles and overlay are assumed to have Armor=none and this much Strength for damage calculation purposes. Each bridge segment has a chance of collapsing after receiving damage, calculated as follows:

(Damage vs. heavy armor / BridgeStrength) × 100%

Furthermore, only damage from warheads with Wall=yes is taken into consideration.

See Also