Projectile: Difference between revisions
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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. | ||
Some basic flags: | Some basic flags (most of them don't apply to RA1): | ||
Image= the image used for the projectile | [[Image]]= the image used for the projectile | ||
Rotates= does the image file have seperate frames for each direction? | [[Rotates]]= does the image file have seperate frames for each direction? (TS+ only) | ||
ROT= how fast does the projectile adjust it's direction towards the target? 0 indicates a non-homing projectile | [[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. | [[SubjectToCliffs]]= determines if the projectile is blocked by the cliffs on the map. (RA2+ only) | ||
SubjectToElevation= determines if the projectile is | [[SubjectToElevation]]= determines if the projectile is modified in accordance to the [ElevationModel] configuration, aka whether it gets a bonus from range differences. (RA2+ only) | ||
SubjectToWalls= determines if the projectile is blocked by walls | [[SubjectToWalls]]= determines if the projectile is blocked by walls (RA2+ only) | ||
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] | [[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 | [[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 [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 14:20, 2 January 2006
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| Flag: | Projectile |
| File(s): | rules(md).ini |
| Values: | Names of Projectiles |
| Special Values: | None |
| Default: | None |
| Applicable to: | Weapons, [Maximums] |
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 (most of them don't apply to RA1):
Image= the image used for the projectile
Rotates= does the image file have seperate frames for each direction? (TS+ only)
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. (RA2+ only)
SubjectToElevation= determines if the projectile is modified in accordance to the [ElevationModel] configuration, aka whether it gets a bonus from range differences. (RA2+ only)
SubjectToWalls= determines if the projectile is blocked by walls (RA2+ only)
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





