Splits
Breaks the projectile into a burst of bomblets when it detonates.
- Applies to
- BulletType
- File
rules.ini- Section
[<ObjectType ID>]- Value
- boolean
- When omitted
- Context-dependentWhatever `Airburst` stands at in the same section. The read takes its default from that flag rather than from this key's own stored value, so `Airburst=yes` alone leaves the projectile splitting.
An ordinary projectile applies its warhead Cluster times, scattering each blast a cell or two from the point of impact. A splitting projectile applies it exactly once and then releases Cluster bomblets of its AirburstWeapon instead. Everything the bomblets carry — projectile, warhead, damage and range — comes from that weapon, and they are launched at its speed; a homing bomblet then works toward a hard-coded ceiling of 50 leptons per game frame rather than toward the weapon’s own figure. RetargetAccuracy decides what each one is aimed at.
Three of the adjustments that move an ordinary detonation are skipped: it is not pulled back onto the point the fuse was aimed at, and neither of the close-range snaps onto an airborne or a ground target is applied. The walk onto a target it went off within 32 leptons of still happens, because that one is keyed to Airburst rather than to this setting.