Jump to content

AirburstWeapon: Difference between revisions

From ModEnc²
en>Renegade
Added incomplete template - D, I cannot figure out from your table where the hell this gets listed.
en>DCoder
Updating
Line 12: Line 12:
}}
}}


If set, this projectile will fly over its target and detonate, firing a salvo of these weapons down on and around the target. To work properly, the projectile also needs <tt>[[Airburst]]=yes</tt>, and the amount of shots to fire is defined by <tt>[[Cluster]]=</tt>. <br />
If set, this projectile will fly over its target and detonate, firing 9 of these weapons down on and around the target. To work properly, the projectile also needs <tt>[[Airburst]]=yes</tt>. Those 9 shots will cover the 3x3 cell area centered on the target.  
This was used for the MultiMissile in TS.
This was used for the MultiMissile in TS.
''Note:'' no matter the amount of shots you set, those weapons will only cover the 3x3 cell area centered on the target.


'''Note:''' Like with <tt>[[ShrapnelWeapon]]</tt>, the weapon referenced here must be attached to some (potentially dummy) unit, so that the game loads it at startup. Failure to do so will result in [[Internal Error]]s when this weapon is supposed to fire.
'''Note:''' Like with <tt>[[ShrapnelWeapon]]</tt>, the weapon referenced here must be attached to some (potentially dummy) unit, so that the game loads it at startup. Failure to do so will result in [[Internal Error]]s when this weapon is supposed to fire.


{{Automatictypelist}}
{{Automatictypelist}}

Revision as of 07:03, 2 September 2008

Tiberian Dawn Red Alert Tiberian Sun Firestorm Red Alert 2 Yuri's Revenge
Flag: AirburstWeapon
File(s): Rules(md).ini
Values: Strings (Names of Weapons)
Applicable to: Projectiles


If set, this projectile will fly over its target and detonate, firing 9 of these weapons down on and around the target. To work properly, the projectile also needs Airburst=yes. Those 9 shots will cover the 3x3 cell area centered on the target. This was used for the MultiMissile in TS.

Note: Like with ShrapnelWeapon, the weapon referenced here must be attached to some (potentially dummy) unit, so that the game loads it at startup. Failure to do so will result in Internal Errors when this weapon is supposed to fire.

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.