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IsMagBeam: Difference between revisions

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''Note:'' if the projectile is invisible, then the warhead will detonate when the wave hits the target. If it is visible, this wave will be only a graphic effect, and the warhead will detonate when the visible projectile hits. However, AI units will "sense" the wave and try to scatter before the projectile hits.
''Note:'' if the projectile is invisible, then the warhead will detonate when the wave hits the target. If it is visible, this wave will be only a graphic effect, and the warhead will detonate when the visible projectile hits. However, AI units will "sense" the wave and try to scatter before the projectile hits.


{{Bugs}}
=={{Bugs}}==
If the target moves out of Weapon's Range, the MagBeam will still be drawn and AmbientDamage will still work.
If the target moves out of Weapon's Range, the MagBeam will still be drawn and AmbientDamage will still work.
*This bug has been fixed in Ares 0.B.
*This bug has been fixed in Ares 0.B.

Latest revision as of 17:30, 2 July 2025

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Flag: IsMagBeam
File(s): Rulesmd.ini
Values: boolean
Default: no
Applicable to: Weapons


If set, the game will draw a colored wave along the projectile path (target -> firer when targeting VehicleTypes, reversed otherwise). This is used on the Magnetron. A similar, but broken wave can be created by using IsSonic=yes on the weapon instead.

Note: if the projectile is invisible, then the warhead will detonate when the wave hits the target. If it is visible, this wave will be only a graphic effect, and the warhead will detonate when the visible projectile hits. However, AI units will "sense" the wave and try to scatter before the projectile hits.

Bugs/Side-Effects/Unexpected Limitations

If the target moves out of Weapon's Range, the MagBeam will still be drawn and AmbientDamage will still work.

  • This bug has been fixed in Ares 0.B.