Suicide
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| Flag: | Suicide |
| File(s): | ai(md).ini, maps |
| Values: | Boolean values: yes or no, true or false, 1 or 0 |
| Applicable to: | TeamTypes |
Suicide=yes in a TeamType influences the response to an attack. Depending on the script action being executed, its effect differs. It can be set to yes/no. Check Aggressive for details.
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| Flag: | Suicide |
| File(s): | rules(md).ini |
| Values: | Boolean values: yes or no, true or false, 1 or 0 |
| Applicable to: | Weapons |
In Tiberian Sun
In Red Alert 2
Causes the unit firing this weapon to die immediately instead of actually invoking the normal effects of the weapon. Additional logic is activated by also setting Explodes=yes. Used on the Demo Truck and Crazy Ivan/Terrorist IFVs. If such a weapon is fired by an AircraftType, it will cause an Internal Error. If the weapon is fired as DeathWeapon, it does not cause problems with AircraftTypes.
Notes
An object that is destroyed by firing a weapon with Suicide=yes will not leave any survivors even if Crewed=yes.
Suicide uses the warhead defined by C4Warhead under [CombatDamage].
Bugs/Side-Effects/Unexpected Limitations
If the weapon is used through OccupyWeapon or EliteOccupyWeapon, the garrisoned building will be destroyed instead, along with all infantry located inside.





