Spread
How slowly a warhead's damage thins with distance, or the frames a Tiberium type waits between spread passes.
Damage falloff
- Applies to
- WarheadType
- File
rules.ini- Section
[<ObjectType ID>]- Value
- integer
- When omitted
1
Spread sets how slowly a blast’s damage thins with distance from the point of impact. A larger value carries more of the damage to targets further out; it does not add damage.
Spread does not set how far a blast reaches. An ordinary blast damages objects within a cell and a half of the impact whatever this value is. How distance thins the damage gives the distances at which damage drops for a given Spread.
An EMEffect=yes warhead also uses this value as the pulse radius in cells, so a pulse’s reach and its damage falloff cannot be set separately.
[MyPulseWH] ; a WarheadType with EMEffect=yesSpread=4 ; the pulse reaches four cells out from its centerThe computer also scales its rating of a weapon’s strength against armor and against infantry by this value. At Spread=0 both ratings are zero. A computer-built vehicle or infantryman whose primary weapon uses such a warhead, and cannot fire at aircraft, then waits near the center of its base instead of in one of the four zones around it.
Spread delay
- Applies to
- Tiberium
- File
rules.ini- Section
[<ObjectType ID>]- Value
- integer
- When omitted
0A delay of zero, which gives the type a spread pass on every frame.
After each spread pass, the type waits this many frames before the next one, whether or not any cell spread. A lower value makes the type’s fields spread faster. Fast growth from TiberiumGrows does not shorten this wait.
No spread pass runs while the scenario’s TiberiumGrowthEnabled switch is off, and no cell spreads while the scenario sets TiberiumSpreads=no, whatever this value is.