ProjectileRange
How far a fueled projectile may fly before it detonates wherever it happens to be, in cells.
- Applies to
- WeaponType
- File
rules.ini- Section
[<ObjectType ID>]- Value
- distance (cells)
- When omitted
390.625
Only a projectile marked Ranged=yes burns fuel. Such a shot starts with this figure and subtracts the distance it covers each time it moves; the moment it reaches nothing it detonates where it stands, which is what stops a missile chasing an evading target across the map. Every other projectile carries the figure and never spends it.
[MyMissile] ; example WeaponTypeRange=12ProjectileRange=14 ; the missile outlasts the shot it was fired for by two cellsProjectile=MyRocket ; a BulletType, registered by a weapon naming it as its Projectile
[MyRocket] ; example BulletTypeRanged=yesROT=20The value is written in cells and a fraction is accepted; it is held as 256 units to the cell. The stored default of 100000 units is a little over 390 cells, far past the width of any map, so a fueled projectile with the key unwritten behaves as though it had no fuel limit at all.
A figure of exactly -1 is read as though the key were absent, leaving whatever an earlier rules file set.
Not every shot draws its fuel from here. A bomblet thrown by an AirburstWeapon= takes that weapon’s Range= as its fuel instead, and the two trigger actions that launch a cluster missile and a chemical missile take the figure from the weapons named MultiLauncher and ChemLauncher wherever those are configured.