Explodes: Difference between revisions
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en>Marshall m →RA2/YR: (by a non-temporal warhead) |
en>DCoder m Cross-categories, wee |
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[[Category:General_Editing_Information]] | [[Category:General_Editing_Information]] | ||
[[Category:INI_Flags]] | [[Category:INI_Flags]] | ||
[[Category:rules(md).ini Flags]] | |||
[[Category:InfantryTypes Flags]] | |||
[[Category:VehicleTypes Flags]] | |||
[[Category:AircraftTypes Flags]] | |||
[[Category:BuildingTypes Flags]] | |||
Revision as of 15:37, 2 January 2006
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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 (by a non-Temporal warhead). In the event that DeathWeapon is undefined, it fires its Primary= weapon instead.





