Explodes: Difference between revisions
en>DCoder Adding more OverlayTypes info, random(wtf) |
en>Vinifera7 m Thanks for the information DCoder. Just touching up.. |
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== For OverlayTypes == | == For OverlayTypes == | ||
This feature was neither used in {{Ts}} nor {{Ra2}}, though the logic is still present. If an [[OverlayType]] has {{TTL|Explodes|yes}} set, then | This feature was neither used in {{Ts}} nor {{Ra2}}, though the logic is still present. If an [[OverlayType]] has {{TTL|Explodes|yes}} set, then the following will occur in order when the overlay is destroyed: | ||
* | * The [[animation]] specified by {{sl|General|BarrelExplode}} will always be displayed. | ||
* | * There is a 15% chance that one of the [[VoxelAnims]] specified by {{sl|General|BarrelDebris}} will be randomly selected and spawned. | ||
* | * There is a 25% chance that the [[particle]] specified by {{sl|General|BarrelParticle}} will be spawned. | ||
* | * The damage specified by {{sl|CombatDamage|AmmoCrateDamage}}, using the [[warhead]] specified by {{sl|CombatDamage|C4Warhead}}, will always be dealt to the [[cell]] the overlay occupied. | ||
== See also == | == See also == | ||
* [[Recreating Tiberium Damage in Yuri%27s Revenge#Explosive Tiberium|Explosive Tiberium in RA2]] | * [[Recreating Tiberium Damage in Yuri%27s Revenge#Explosive Tiberium|Explosive Tiberium in RA2]] | ||
Revision as of 20:13, 5 June 2008
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| Flag: | Explodes |
| File(s): | rules(md).ini |
| Values: | Boolean values: yes or no, true or false, 1 or 0 |
| Default: | false |
| Applicable to: | TechnoTypes:
AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes; OverlayTypes |
For TechnoTypes
In Tiberian Sun and Firestorm
If Template:TTL is set on a unit, its Template:TTL weapon will be fired once at the cell that the unit occupies when it is destroyed. If the unit does not have Template:TTL set then Template:TTL will have no effect.
In a special case, if the unit has Template:TTL set to a positive integer, as well as Template:TTL set, then it will cause an explosion when destroyed with damage proportional to the amount of Tiberium contained inside. A theoretical formula is amount of bails stored * [[[:Template:TTL]]]→Template:TTL, although this is unconfirmed.
In Red Alert 2 and Yuri's Revenge
If Template:TTL is set on a unit, a certain weapon will be fired at the cell that the unit occupies when it is destroyed by a warhead with Template:TTL:
- If DeathWeapon is specified on the unit then that weapon will be fired.
- If DeathWeapon is not specified on the unit then the its current primary weapon will be fired instead.
- If the unit has neither a DeathWeapon nor a current primary weapon, the default death weapon specified by [CombatDamage]→DeathWeapon will be fired instead.
For OverlayTypes
This feature was neither used in Tiberian Sun nor Red Alert 2, though the logic is still present. If an OverlayType has Template:TTL set, then the following will occur in order when the overlay is destroyed:
- The animation specified by [General]→BarrelExplode= will always be displayed.
- There is a 15% chance that one of the VoxelAnims specified by [General]→BarrelDebris= will be randomly selected and spawned.
- There is a 25% chance that the particle specified by [General]→BarrelParticle= will be spawned.
- The damage specified by [CombatDamage]→AmmoCrateDamage=, using the warhead specified by [CombatDamage]→C4Warhead=, will always be dealt to the cell the overlay occupied.





