Ranged
Gives the projectile a fuel supply, detonating it once it has flown the firing weapon's projectile range.
- Applies to
- BulletType
- File
rules.ini- Section
[<ObjectType ID>]- Value
- boolean
- When omitted
no
The distance the projectile covers each game frame is taken off its remaining allowance, and it detonates wherever it happens to be when the allowance runs out. Both flight models spend fuel the same way.
The allowance is the firing weapon’s ProjectileRange and not its Range. Those are separate settings: Range is how far the weapon may be fired, ProjectileRange is how far the shot may then travel. A weapon that never narrows ProjectileRange gives its projectile roughly 390 cells to spend, so marking the projectile fueled without also setting ProjectileRange leaves it flying effectively without limit. A bomblet released by a Splits=yes projectile works the other way round: it is given its AirburstWeapon’s Range as the allowance.
[MYROCKET] ; a BulletType, registered by a weapon naming it as its ProjectileImage=MISSILEROT=5Ranged=yes
[MyRocketLauncher] ; a WeaponType, registered by an object naming it as its PrimaryProjectile=MYROCKETRange=7ProjectileRange=9 ; two cells of chase beyond the range it may be fired at