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Warhead

Changed in 0.1.0

The WarheadType a weapon's shot uses, or the one an animation, particle or voxel animation delivers its own damage through.

Animation warhead

Specification — Animation warhead
Applies to
AnimType
File
art.ini
Section
[<ObjectType ID>]
Value
class
When omitted
none

The warhead delivers the Damage of a thrown animation, one with Bouncer=yes or IsMeteor=yes, when it lands. Landing deals damage in two ways:

  • Each object in the landing cell within DamageRadius of the landing point takes the damage.
  • If the animation names an ExpireAnim, a blast of the same damage goes off at the landing point. There is no blast when the animation lands in water, unless it lands on a bridge.

The warhead’s armor multipliers and its Spread decide what the damage is worth against each target. Its Bright flag makes the blast throw a flash of light.

With no warhead, landing deals no damage and throws no light. The animation still flies, starts its expire animation and plays its sounds, and it still craters or spreads tiberium where its other settings ask for it.

The key has no effect on an animation that is not thrown. Such an animation with Damage above 0 damages the area around its position through the FlameDamage2 warhead, or through C4Warhead for the animation named INVISO, whatever this key says.

Particle warhead

Specification — Particle warhead
Applies to
ParticleType
File
rules.ini
Section
[<ObjectType ID>]
Value
class
When omitted
none

Warhead names the warhead a particle applies to the objects in its cell. Only Gas, Fire and Web behaviors use it. WeakGas, Smoke, Spark and Railgun particles deal no damage, so the setting does nothing for them.

A Gas particle hits every object in its cell once every MaxDC frames, applying its Damage through this warhead. The warhead’s armor multipliers and its Spread decide how much each object takes.

A Fire particle does the same while its animation state is at or below FinalDamageState. It never hits the object that fired it.

A Gas or Fire particle deals no damage when it has no warhead or when Damage=0.

A Web particle hits every object in its cell every frame with zero damage. It ignores Damage, so only the warhead’s own effects apply. A Web particle with no warhead affects nothing.

Warhead=none and Warhead=<none> both clear the setting. A name that matches no warhead creates a new warhead of that name, so a misspelled name produces a warhead with no section of its own and every setting at its default.

Voxel debris warhead

Specification — Voxel debris warhead
Applies to
VoxelAnimType
File
rules.ini
Section
[<ObjectType ID>]
Value
class
When omitted
none

The warhead a voxel debris piece deals its Damage through. The warhead’s armor multipliers and its Spread decide how much each object takes. A piece deals damage at two points in its life.

  • Each bounce on land. Every object in the cell the piece strikes takes the damage if it stands within DamageRadius of the landing point. A bounce in water ends the piece’s life instead.
  • The end of its life. The piece explodes where it comes to rest or where its time runs out, unless that point is low over water. This blast happens only when the type also names an ExpireAnim. It is an ordinary explosion that reaches objects in the surrounding cells, and DamageRadius does not limit it.

If the warhead sets Bright=yes, the end-of-life blast also lights up the ground around it. A bounce never does.

A piece with no warhead deals no damage at either point. It still bounces and plays its animations and sounds, and cratering and Tiberium seeding happen as they would with a warhead.

Warhead=none and Warhead=<none> both clear the setting. A name that matches no warhead is not rejected. It creates a new warhead of that name, so a misspelled name produces a warhead with no section of its own and every setting at its default.

Weapon warhead

Specification — Weapon warhead
Applies to
WeaponType
File
rules.ini
Section
[<ObjectType ID>]
Value
class
When omitted
none

The warhead decides what the weapon’s Damage= does where a shot lands. It sets how much of the damage each armor type takes, how far the blast spreads and which explosion is drawn. It also adds effects such as an electromagnetic pulse or webs. It decides whether the blast knocks down walls and whether it sets off volatile Tiberium.

rules.ini
[MyCannon] ; example WeaponType
Damage=90
Warhead=AP ; a WarheadType registered in [Warheads]
Projectile=Cannon ; a BulletType, registered by naming it here

The beam of an IsRailgun=yes weapon uses this warhead. A sonic wave uses the warhead of its firer’s first weapon, as IsSonic describes. The Do Explosion At trigger action also uses the named weapon’s damage and warhead, without its projectile, sounds or firing animation.

The warhead’s Verses table also affects which targets an object picks. It supplies both effectiveness terms of the threat score. An object also does not return fire at an attacker when the warhead of the weapon it would answer with has a Verses value of 0% against that attacker’s armor.

A name the game does not already know is registered as a new warhead of that name. If no rules file has a section of that name, the warhead keeps every warhead default: it deals full damage against every armor type and draws no explosion. A misspelled name therefore produces a shot that lands with no explosion, not an error.

History

  1. Changed0.1.0

    Skip voxel debris bounce damage without a warhead — voxelanimtype