Suicide: Difference between revisions
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{{Bugs}} | {{Bugs}} | ||
If the weapon is used through [[OccupyWeapon]] or [[EliteOccupyWeapon]], the garrisoned [[BuildingTypes|building]] will be destroyed instead, along with all [[InfantryTypes|infantry]] located inside (all buildings?). | |||
Revision as of 08:49, 15 June 2025
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| Flag: | Suicide |
| File(s): | ai(md).ini, maps |
| Values: | Boolean values: yes or no, true or false, 1 or 0 |
| Applicable to: | TeamTypes |
Suicide entry in TeamTypes pertains to response to an attack. Depending on the script action being executed, its effect differs. It can be set to yes/no. Check Aggressive for details.
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| Flag: | Suicide |
| File(s): | rules(md).ini |
| Values: | Boolean values: yes or no, true or false, 1 or 0 |
| Applicable to: | Weapons |
In Tiberian Sun
In Red Alert 2
Causes the unit firing this weapon to die immediately instead of actually invoking the normal effects of the weapon. Additional logic is activated by also setting Explodes=yes. Used on the Demo Truck and Crazy Ivan/Terrorist IFVs. If such a weapon is fired by an AircraftType, it will cause an Internal Error (EIP 00417D05). If the weapon is fired as DeathWeapon, it does not cause problems with AircraftTypes.
Notes
- An object that is destroyed by firing a weapon with Suicide=yes will not leave any survivors (see Crewed).
- Suicide uses the same warhead as any warhead in the tag section. C4Warhead.
Bugs/Side-Effects/Unexpected Limitations
If the weapon is used through OccupyWeapon or EliteOccupyWeapon, the garrisoned building will be destroyed instead, along with all infantry located inside (all buildings?).





