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Projectile: Difference between revisions

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{{flag|name=Projectile|values=Names of Projectiles|special=None|default=None|games=RA, TS, FS, RA2, YR}}
==As a Flag==
In all [[rules|rules(md).ini]] based C&Cs, <tt>Projectile=</tt> determines which Projectile a [[Weapon]] should use.
In [[Red Alert]], it is also a valid flag of the [[Maximums|<nowiki>[Maximums]</nowiki>]] section, specifying the maximum amount of projectile types that can exist at the same time. ('''Note:''' In that case, the accepted values are probably unsigned integers. Definately not names of projectiles.)
==As an Object==
A projectile is the part of the weapon which, after graphically flying through a certain path, calls the [[Warhead]] that does the damage.
A projectile is the part of the weapon which, after graphically flying through a certain path, calls the [[Warhead]] that does the damage.


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A complete list of flags can be found in the RULES4 file of the [http://www.deezire.net/modules.php?name=Downloads&d_op=getit&lid=4 Red Alert 2 & Yuris Revenge INI Editing Guide]
A complete list of flags can be found in the RULES4 file of the [http://www.deezire.net/modules.php?name=Downloads&d_op=getit&lid=4 Red Alert 2 & Yuris Revenge INI Editing Guide]
[[Category:General_Editing_Information]]
[[Category:General_Editing_Information]]
[[Category:INI_Flags]]
[[Category:INI_Flags]]

Revision as of 16:19, 28 April 2005

Tiberian Dawn Red Alert Tiberian Sun Firestorm Red Alert 2 Yuri's Revenge
Flag: Projectile
File(s): rules(md).ini
Values: Names of Projectiles
Special Values: None
Default: None


As a Flag

In all rules(md).ini based C&Cs, Projectile= determines which Projectile a Weapon should use.

In Red Alert, it is also a valid flag of the [Maximums] section, specifying the maximum amount of projectile types that can exist at the same time. (Note: In that case, the accepted values are probably unsigned integers. Definately not names of projectiles.)

As an Object

A projectile is the part of the weapon which, after graphically flying through a certain path, calls the Warhead that does the damage.

Some basic flags:

Image= the image used for the projectile

Rotates= does the image file have seperate frames for each direction?

ROT= how fast does the projectile adjust it's direction towards the target? 0 indicates a non-homing projectile

SubjectToCliffs= determines if the projectile is blocked by the cliffs on the map.

SubjectToElevation= determines if the projectile is blocked by variation in terrain height on the map (i.e. hills).

SubjectToWalls= determines if the projectile is blocked by walls

Arcing= defines if the projectile travels in a ballistic angle rather than in a straight line. This makes it inaccurate, the degree of which is set by BallisticScatter= in [CombatDamage]

AA= can this projectile be fired at air targets? (defaults to no)

AG= can this projectile be fired at ground targets? (defaults to yes)


A complete list of flags can be found in the RULES4 file of the Red Alert 2 & Yuris Revenge INI Editing Guide