Explodes: Difference between revisions
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If set, <tt>Explodes</tt>=yes will force the object to fire its [[DeathWeapon]]= at itself when it gets killed/destroyed. In the event that [[DeathWeapon]] is undefined, it fires its [[Primary]]= weapon instead. | If set, <tt>Explodes</tt>=yes will force the object to fire its [[DeathWeapon]]= at itself when it gets killed/destroyed. In the event that [[DeathWeapon]] is undefined, it fires its [[Primary]]= weapon instead. | ||
== See Also: == | |||
*[[AmmoCrateDamage]]= | *[[AmmoCrateDamage]]= | ||
*[[TiberiumExplosionDamage]]= | *[[TiberiumExplosionDamage]]= | ||
Revision as of 09:58, 1 June 2005
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| Flag: | Explodes |
| File(s): | rules(md).ini |
| Values: | Boolean(yes/no) |
| Special Values: | None |
| Default: | No |
| Applicable to: | InfantryTypes/VehicleTypes/AircraftTypes/BuildingTypes |
TS/FS
Is a special case. If set, Explodes=yes will cause the following effects:
- In case the object had a capability of storing Tiberium, it caused an explosion with damage proportional to the amount of Tiberium contained inside (my guess is amount of 'bails' loaded * [CombatDamage]TiberiumExplosionDamage= , though that is unconfirmed).
- Otherwise, it dealt as much damage as defined by [CombatDamage]AmmoCrateDamage=.
RA2/YR
If set, Explodes=yes will force the object to fire its DeathWeapon= at itself when it gets killed/destroyed. In the event that DeathWeapon is undefined, it fires its Primary= weapon instead.





