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DirectRocker: Difference between revisions

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This logic is flawed because of the following:
This logic is flawed because of the following:


If a unit fires a DirectRocker=yes weapon without Pushy=yes, it cannot attack more. Also, if the warhead fails (because it doesn't have enough damage or because the target is an SHP) then both the attacker and the victim won't fire more, regardless of Pushy. They can be selected and be moved, though.
If a unit fires a DirectRocker=yes weapon without Pushy=yes, it cannot attack more. Also, if the warhead fails (because it doesn't have enough damage or because the target is an SHP VehicleType) then both the attacker and the victim won't fire more, regardless of Pushy. They can be selected and be moved, though.


DirectRocker=yes weapons can flip over VXL Jumpjet, however, this can't be seen. The Jumpjet just stand there (the time it should be flipped) then crash.
DirectRocker=yes weapons can flip over VXL Jumpjet, however, this can't be seen. The Jumpjet just stand there (the time it should be flipped) then crash.

Revision as of 16:57, 5 January 2011

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Flag: DirectRocker
File(s): Rules(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: no
Applicable to: Warheads


If enabled, the weapon will try to flip the target over instead of damaging it. The power of the flip is determined by Damage and DirectRockingCoefficient=.


Notes

This logic is flawed because of the following:

If a unit fires a DirectRocker=yes weapon without Pushy=yes, it cannot attack more. Also, if the warhead fails (because it doesn't have enough damage or because the target is an SHP VehicleType) then both the attacker and the victim won't fire more, regardless of Pushy. They can be selected and be moved, though.

DirectRocker=yes weapons can flip over VXL Jumpjet, however, this can't be seen. The Jumpjet just stand there (the time it should be flipped) then crash.