Splits and Airburst¶
The Splits
missile feature of Firestorm fame has been ported over
to Yuri’s Revenge, with several changes and additions. The related
Airburst
logic has been expanded.
New in version 0.7.
Splits¶
The split weapon of the Cyborg Reaper from Firestorm fired two missiles. Each of them split in mid-air after gaining some altitude, releasing two new projectiles each, which would either travel on to the initial target, aim for a new target no more than two cells nearby, or impact on a random cell in a 7 by 7 area.
The actual split happens when an Airburst=yes
projectile is above its
target, a Ranged=yes
projectile exceeds its weapon’s
ProjectileRange or the projectile
detonates otherwise.
Refer to Splits on ModEnc for a more detailed description of the logic.
Note
The Splits logic has been de-hardcoded compared to Tiberian
Sun. The AirburstWeapon
‘s Damage
is no longer multiplied by
10. Its Speed
is used instead of the hardcoded 19,
and its Bright
setting is now also respected instead of just being
disabled. In Ares, Splits
only targets air units if the
Airburst
projectile is AA=yes
, and it only retargets objects the
projectile’s warhead can affect.
Warning
Even though speed is not hardcoded any more, you cannot use
Speed
values lower than 19 on the AirburstWeapon
or
the logic will start to fail and behave erratically.
[Projectile]►Splits=
(boolean)- Whether the projectile will split into a number of other projectiles defined
by
Cluster
andAirburstWeapon
. Can be combined withAirburst
. Defaults to no. [Projectile]►RetargetAccuracy=
(float - percentage)- The probability that a split cluster will aim for the same target the original projectile was shot at. The higher the value, the less likely it is for the split projectile to choose another target. Valid range is 0.0 to 1.0. Defaults to 0.0.
[Projectile]►RetargetSelf=
(boolean)- Whether the firing unit itself can become the target when retargeting. If no, the firer will be exempt, though could still be hit by a retargeted projectile that hits the cell the firer is on. Defaults to yes.
Airburst¶
The Airburst
logic was used for the MultiMissile in Tiberian Sun
to deal damage to randomly selected cells below the target area. In Red
Alert 2 the logic has been changed and it always bursts into nine clusters
covering an area of 3 by 3 cells.
[Projectile]►AirburstSpread=
(float - cell range)- The range the airburst effect covers. Each cell in range will be targeted by
the
AirburstWeapon
. RequiresAirburst=yes
. Cannot be combined withSplits=yes
. Defaults to 1.5.
Common Settings¶
[Projectile]►AroundTarget=
(boolean)- Whether a projectile with
Splits=yes
orAirburst=yes
should use the area around the original target to look for new targets for each cluster. If enabled, the clusters will continue their way to the originally intended target. Otherwise, the clusters will search for new targets in the area where the projectile split up. Defaults toSplits
.