Explodes: Difference between revisions
en>DCoder Rewrite |
en>Vinifera7 complete rewrite woo! |
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|special=None | |special=None | ||
|default=no | |default=no | ||
|types={{Categ|InfantryTypes}}, {{Categ|VehicleTypes}}, {{Categ|AircraftTypes}}, {{Categ|BuildingTypes}} | |types={{Categ|InfantryTypes}}, {{Categ|VehicleTypes}}, {{Categ|AircraftTypes}}, {{Categ|BuildingTypes}}, {{Categ|OverlayTypes}} | ||
|games=[[TS]], [[RA2]], [[YR]] | |games=[[TS]], [[FS]], [[RA2]], [[YR]] | ||
}} | }} | ||
== | == For Techno Types == | ||
== | === In Tiberian Sun and Firestorm === | ||
If | Assuming the unit has {{tt|Explodes{{Equal}}yes}}, the unit's {{TTL|Primary}} [[weapon]] is fired at the [[cell]] that the unit occupies when it is destroyed. If the unit does not have {{tt|Primary}}= defined, {{tt|Explodes{{Equal}}yes}} will have no effect. | ||
In a special case, if the unit has {{TTL|Storage}}= defined in addition to {{tt|Explodes{{Equal}}yes}}, it will cause an explosion when destroyed with damage proportional to the amount of [[Tiberium]] contained inside. A theoretical formula is ''amount of [[bail]]s stored * [{{TTL|CombatDamage}}]{{TTL|TiberiumExplosionDamage}}'', though this is unconfirmed. | |||
=== In Red Alert 2 and Yuri's Revenge === | |||
Assuming the unit has {{tt|Explodes{{Equal}}yes}}, the unit's {{TTL|DeathWeapon}} is fired at the [[cell]] that the unit occupies when it is destroyed by a non-[[temporal]] [[warhead]]. If the unit does not have {{tt|DeathWeapon}}= defined, the unit's {{TTL|Primary}} [[weapon]] will be fired instead. If the unit does not have {{tt|Primary}}= defined, it will default to firing the weapon defined by [{{TTL|General}}]{{TTL|DeathWeapon}}=. | |||
== For OverlayTypes == | |||
This feature was not used in either {{Ts}} or {{Ra2}}, though the logic is still present. If an {{TTL|OverlayTypes}} object has {{tt|Explodes{{Equal}}yes}}, it will have the following effects when it is destroyed: | |||
*Display the animation defined by [{{TTL|General}}]{{TTL|BarrelExplode}}=. | |||
*Spawn the debris defined by [{{TTL|General}}]{{TTL|BarrelDebris}}=. | |||
*Spawn the particle defined by [{{TTL|General}}]{{TTL|BarrelParticle}}=. | |||
*Deal damage to the cell it occupied defined by [{{TTL|CombatDamage}}]{{TTL|AmmoCrateDamage}}=. | |||
== See Also == | |||
*[[Exploding Tiberium in RA2]] | |||
Revision as of 12:29, 7 September 2006
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| Flag: | Explodes |
| File(s): | Rules(md).ini |
| Values: | boolean |
| Special Values: | None |
| Default: | no |
| Applicable to: | InfantryTypes, VehicleTypes, AircraftTypes, BuildingTypes, OverlayTypes |
For Techno Types
In Tiberian Sun and Firestorm
Assuming the unit has Explodes=yes, the unit's Template:TTL weapon is fired at the cell that the unit occupies when it is destroyed. If the unit does not have Primary= defined, Explodes=yes will have no effect.
In a special case, if the unit has Template:TTL= defined in addition to Explodes=yes, it will cause an explosion when destroyed with damage proportional to the amount of Tiberium contained inside. A theoretical formula is amount of bails stored * [[[:Template:TTL]]]Template:TTL, though this is unconfirmed.
In Red Alert 2 and Yuri's Revenge
Assuming the unit has Explodes=yes, the unit's Template:TTL is fired at the cell that the unit occupies when it is destroyed by a non-temporal warhead. If the unit does not have DeathWeapon= defined, the unit's Template:TTL weapon will be fired instead. If the unit does not have Primary= defined, it will default to firing the weapon defined by [[[:Template:TTL]]]Template:TTL=.
For OverlayTypes
This feature was not used in either Tiberian Sun or Red Alert 2, though the logic is still present. If an Template:TTL object has Explodes=yes, it will have the following effects when it is destroyed:
- Display the animation defined by [[[:Template:TTL]]]Template:TTL=.
- Spawn the debris defined by [[[:Template:TTL]]]Template:TTL=.
- Spawn the particle defined by [[[:Template:TTL]]]Template:TTL=.
- Deal damage to the cell it occupied defined by [[[:Template:TTL]]]Template:TTL=.





