SAM: Difference between revisions
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==In {{ra2}}== | ==In {{ra2}}== | ||
This tag is unused in RA2, but is perfectly valid. Adding it to a Patriot battery or Flak gun would drastically reduce their effectiveness, and other units or defenses would be required to fire at the targets the <tt>SAM</tt> won't/. | This tag is unused in RA2, since the many [[Jumpjet]] units would be untargetable, but is perfectly valid. Adding it to a Patriot battery or Flak gun would drastically reduce their effectiveness, and other units or defenses would be required to fire at the targets the <tt>SAM</tt> won't/. | ||
==In {{yr}}== | ==In {{yr}}== | ||
Revision as of 08:06, 12 April 2025
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| Flag: | SAM |
| File(s): | Rules(md).ini |
| Values: | Boolean values: yes or no, true or false, 1 or 0 |
| Default: | no |
| Applicable to: | BuildingTypes |
Can be set to yes in order to restrict a defensive structure to being a SAM (surface to air missile launcher) site. When enabled, the weapons can only fire at aircraft and not at hovering/flying vehicles, nor at airborne infantry.
In Red Alert 2
This tag is unused in RA2, since the many Jumpjet units would be untargetable, but is perfectly valid. Adding it to a Patriot battery or Flak gun would drastically reduce their effectiveness, and other units or defenses would be required to fire at the targets the SAM won't/.
In Yuri's Revenge
With the addition of Natural=yes tag to defensive structures or AA units, a kind of inbetween scenario can be achieved. TechnoTypes with Natural will not attack others with Unnatural=yes. With some clever application a modder can more finely tune which targets are valid for a defender.
Note
Aircraft designated as targets must not exist in the [General]►PadAircraft list;
- otherwise, the SAM will not even aim.
Aircraft designated as targets cannot have a valid building in their Dock list;
- otherwise, the SAM can only rotate its turret but cannot actually fire.
However, even so, the SAM can only fire its weapons normally when the target aircraft is in a hover state. Once the aircraft moves, it will only occasionally fire a few shots under specific conditions and the frequency of re-locking and turret rotation in this case does not adhere to the weapon's ROF settings, nor is it a fixed value. Even the aforementioned situation of suddenly firing two rounds can occur without facing the target, even if there is no [Weapon] > OmniFire=yes. Additionally, SAM enforces attacks only on aerial targets, meaning it cannot fire at targets that have landed on the ground, even if they do not have LandTargeting=1.
In other words, SAM targets can only be Aircraft that have AirportBound=yes, Dock=none, and have taken off.
Currently measured:
In the YR1.001+Ares3.0p1+PhobosBuild#45 environment
it is functioning normally.
In the YR1.001+Ares3.0p1+KratosPPv0.1.15 environment
the SAM building will be prohibited from acquiring targets
- (the author of KratosPP stated that this part was not modified at all, and the author does not understand this logic either).
In the YR1.001+Ares3.0p1+PhobosBuild#45+KratosPPv0.1.15 environment
the SAM can acquire targets normally
but firing will immediately trigger a Fatal Error, and the EIP address is not in gamemd.exe (the record doesn't really mean much, hence it's not included in the EIP page.).





