Explodes
Blasts the surroundings when an object of this type is destroyed, or detonates an overlay when any explosion reaches its cell.
Violent death
- Applies to
- AircraftTypeBuildingTypeInfantryTypeUnitType
- File
rules.ini- Section
[<ObjectType ID>]- Value
- boolean
- When omitted
no
[MYAMMOTRUCK] ; a UnitType registered in [VehicleTypes]Explodes=yesA destroyed object of this type sets off a blast that damages everything around it. An object whose rank grants the EXPLODES ability through VeteranAbilities or EliteAbilities sets off the same blast without this key.
The blast uses the warhead of the object’s first weapon slot. That is Primary, or Elite once the object is elite, or an upgrade’s weapon on a structure that has one. An object with no weapon in that slot sets off no blast: it deals no damage and plays no animation or flash.
The blast’s strength is the object’s collateral damage: its full Strength multiplied by CollateralDamageCoefficient. Damage the object had already taken does not reduce it, and a structure adds the Tiberium it stores. The blast plays a combat explosion animation chosen by that strength, the warhead and the ground under the object, and adds a lighting flash when the warhead is Bright=yes. The damage is credited to whatever destroyed the object.
The radius in cells is the collateral damage divided by 100 and rounded down, then divided by [CombatDamage] ExpSpread. It is held between one lepton and three cells. The damage dealt is the collateral damage multiplied by the radius in whole cells, and never less than the collateral damage itself. Collateral damage below 100 therefore gives the smallest blast. ExpSpread covers the cells the blast reaches and how its damage is shared among them.
The key changes three more parts of the death:
- Spilled Tiberium. A vehicle, aircraft or infantry soldier carrying Tiberium, such as a harvester, spills its load around it, even when it has no weapon and sets off no blast. A scenario with
HarvesterImmune=yesspills nothing. Spilled harvester loads covers the amount and where it lands. TheEXPLODESability has the same effect. - Vehicle death animation. A vehicle that still has ammunition plays the last entry of its
Explosionlist instead of a random one. TheEXPLODESability has the same effect. - Structures. A structure places a
FIRE3fire animation on any explosive overlay in the four cells that share an edge with the top corner cell of its footprint. It also stays on the map until its next update, which releases its survivors a second time. TheEXPLODESability does neither.
A vehicle or infantry soldier that falls into water leaves only a splash. It falls when a bridge collapses under it, or when it is a hover vehicle that sinks too low over water. It sets off no blast and spills no Tiberium. An aircraft shot down in flight is not falling in this sense, so its blast goes off where it was destroyed, even over water.
Explosive overlay
- Applies to
- OverlayType
- File
rules.ini- Section
[<ObjectType ID>]- Value
- boolean
- When omitted
no
[MYBARREL] ; an OverlayType registered in [OverlayTypes]Explodes=yesAn explosion centered in the cell sets the overlay off when its damage is not zero or its warhead sets Webby=yes. There is no armor test or chance roll. In an Inert=yes scenario, no explosion sets it off.
The overlay is removed at once. The cell’s passability and movement zones are updated, and anything targeting the cell drops it as a target.
The overlay then explodes in the same cell, with these effects:
- the
BarrelExplodeanimation plays; AmmoCrateDamageis dealt as area damage through theC4Warhead, with no house responsible for it;- one piece of
BarrelDebrismay be thrown; - a
BarrelParticleparticle system starts on a 25% chance.
For the debris, each BarrelDebris entry in list order gets a 15% chance, and the first entry that succeeds is thrown. At most one piece is thrown, and a later entry is tried only when every earlier one failed.
Explosive overlays in the four cells that share an edge with the exploding cell each get a FIRE3 animation four to six frames later. Those neighbors do not explode directly. Each explodes only if its animation’s Damage sets it off. A destroyed Explodes=yes structure lays the same fire on explosive overlays in the four cells that share an edge with its origin cell.
Explodes is separate from ChainReaction=yes, which lets explosions detonate the Tiberium in a cell.
CollateralDamageCoefficient, Explosion, ExpSpread, Primary, MaxDebris, BarrelExplode, BarrelDebris, BarrelParticle, AmmoCrateDamage, C4Warhead, ChainReactionHistory
- Changed0.2.0In development