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DamageSelf: Difference between revisions

From ModEnc²
en>DeathFish
mNo edit summary
en>Testid123
m The default (No) means that if an object attacks an area around itself, it will not take damage from its own weapons, even if the object is within its own weapon's CellSpread area.
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|values={{Values|bool}}
|values={{Values|bool}}
|default=no
|default=no
|types={{categ|BuildingTypes}}
|types={{CatAllTypes}}
|yr=yes
|yr=yes
}}
}}
Can be set to 'yes' or 'no' and specifies whether or not this object is allowed to damage itself. By default, objects cannot damage themselves in normal circumstances so this tag over-rides that. It is only used on the Nuke Silo in Yuri's Revenge - in Red Alert 2 you can fire a Nuke at your own Nuke Silo and it may not even be damaged by the impact - this tag fixed that in Yuri's Revenge.<br />
Can be set to 'yes' or 'no' and specifies whether or not this object is allowed to damage itself. By default, objects cannot damage themselves in normal circumstances so this tag over-rides that. It is only used on the Nuke Silo in Yuri's Revenge - in Red Alert 2 you can fire a Nuke at your own Nuke Silo and it may not even be damaged by the impact - this tag fixed that in Yuri's Revenge.<br />

Revision as of 06:10, 16 March 2025

Tiberian Dawn Red Alert Tiberian Sun Firestorm Red Alert 2 Yuri's Revenge
Flag: DamageSelf
File(s): Rules(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: no
Applicable to: TechnoTypes:

AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes



Can be set to 'yes' or 'no' and specifies whether or not this object is allowed to damage itself. By default, objects cannot damage themselves in normal circumstances so this tag over-rides that. It is only used on the Nuke Silo in Yuri's Revenge - in Red Alert 2 you can fire a Nuke at your own Nuke Silo and it may not even be damaged by the impact - this tag fixed that in Yuri's Revenge.