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Charges: Difference between revisions

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{{DeeZireInclusion}}<br />
{{Flag
|values={{values|bool}}
|default=false
|types={{Categ|Weapon|Weapons}}
|ts=yes
|fs=yes
|ra2obsolete=yes
}}
 
==In Tiberian Sun==
 
Can be set to 'yes' or 'no' and specifies whether or not the weapon has 'charge before firing' logic which also instantiated the ability for the weapon to use the IsBigLaser= tag. This is residual from Tiberian Sun and has been replaced by the 'delayed fire' logic in Red Alert 2.
Can be set to 'yes' or 'no' and specifies whether or not the weapon has 'charge before firing' logic which also instantiated the ability for the weapon to use the IsBigLaser= tag. This is residual from Tiberian Sun and has been replaced by the 'delayed fire' logic in Red Alert 2.
===Use on Infantry or Aircraft ===
Has no effect.
===Use on .shp Units (vehicles) ===
This will make the Unit play its firing animation before firing the weapon. On .vxl units it has no effect.
===Use on Structures===
The Structure needs to have an appropriate Charging animation defined in its art.ini entry first; if this is not done, the game will crash the moment that the weapon tries to charge and fire. Could be considered a bug, could be considered a "fussy feature".
===Hardcoded elements===
The charging action, if it occurs (Structures only) will be accompanied by the charging sound clip as well, as defined in the TS globabl settings. In the vanilla TS setting, this means any Structure firing a weapon with Charges=yes will first emit the same humming sound as the Nod Obelisk of Light.
[[Category:Bugs and Errors]]

Revision as of 01:30, 27 December 2022

Tiberian Dawn Red Alert Tiberian Sun Firestorm Red Alert 2 Yuri's Revenge
Flag: Charges
File(s): rules(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: false
Applicable to: Weapons

Logic related to Charges, as a whole or in part, is obsolete in Red Alert 2 and/or Yuri's Revenge.



In Tiberian Sun

Can be set to 'yes' or 'no' and specifies whether or not the weapon has 'charge before firing' logic which also instantiated the ability for the weapon to use the IsBigLaser= tag. This is residual from Tiberian Sun and has been replaced by the 'delayed fire' logic in Red Alert 2.

Use on Infantry or Aircraft

Has no effect.

Use on .shp Units (vehicles)

This will make the Unit play its firing animation before firing the weapon. On .vxl units it has no effect.

Use on Structures

The Structure needs to have an appropriate Charging animation defined in its art.ini entry first; if this is not done, the game will crash the moment that the weapon tries to charge and fire. Could be considered a bug, could be considered a "fussy feature".

Hardcoded elements

The charging action, if it occurs (Structures only) will be accompanied by the charging sound clip as well, as defined in the TS globabl settings. In the vanilla TS setting, this means any Structure firing a weapon with Charges=yes will first emit the same humming sound as the Nod Obelisk of Light.