Jump to content

AmbientDamage: Difference between revisions

From ModEnc²
en>DCoder
No edit summary
 
en>DCoder
Rewrite
Line 1: Line 1:
{{DeeZireInclusion}}<br />
{{Flag
Specifies the amount of Damage= which is attributed along the projectile path of the weapon. The damage is applied regardless of Armor= classification of anything along that path and will thus affect everything along that path including, where appropriate, terrain and overlay objects.
|name=AmbientDamage
|files={{Categ|Rules(md).ini}}
|values=integer
|special=None
|default=0
|types={{Categ|Weapon|Weapons}}
|games=[[TS]], [[RA2]], [[YR]]
}}
 
This flag defines the amount of damage which is inflicted along the trajectory of the weapon. It is completely ignorant of all ownerships, armor classes and other properties that can change the amount of damage. In other words, it will deliver the same amount of damage to all objects it hits. As a real weapon would, it also affects terrain objects, like trees, and overlays.

Revision as of 15:03, 6 May 2006

Tiberian Dawn Red Alert Tiberian Sun Firestorm Red Alert 2 Yuri's Revenge
Flag: AmbientDamage
File(s): Rules(md).ini
Values: integer
Special Values: None
Default: 0
Applicable to: Weapons


This flag defines the amount of damage which is inflicted along the trajectory of the weapon. It is completely ignorant of all ownerships, armor classes and other properties that can change the amount of damage. In other words, it will deliver the same amount of damage to all objects it hits. As a real weapon would, it also affects terrain objects, like trees, and overlays.