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CollateralDamageCoefficient

Multiplies a destroyed object's maximum strength to give the collateral figure that sizes its death explosion.

Specification
Applies to
AircraftTypeBuildingTypeInfantryTypeUnitType
File
rules.ini
Section
[<ObjectType ID>]
Value
floating point
When omitted
Context-dependent`1` for an AircraftType, BuildingType or UnitType and `0.66` for an InfantryType. A `Cyborg=yes` InfantryType falls to `0.33`, but only in rules files read after the one that sets `Cyborg=yes`, because the cyborg flag is read after this default is chosen.
rules.ini
[MYAMMOTRUCK] ; a UnitType registered in [VehicleTypes]
Explodes=yes
Strength=200
CollateralDamageCoefficient=2.5 ; a collateral figure of 500

A destroyed object’s collateral figure is this coefficient times its type’s Strength. Strength is the maximum, not the strength the object had left. A structure adds, for each Tiberium type in its Storage, the amount held times that Tiberium’s Power, so a full refinery blasts harder than an empty one.

The figure is used only when the object explodes on death: its type is Explodes=yes, or its rank grants the explodes ability. The blast also needs a weapon in the object’s first weapon slot, because it uses that weapon’s warhead. Explodes covers how the figure sets the blast’s damage, radius and animation. Any figure below 100 gives the smallest radius.