42 — Do Explosion At...
Detonates a weapon's damage and warhead at a waypoint, with no firer, projectile or firing effects.
- Numeric ID
42- Engine ID
TACTION_DO_EXPLOSION- Editor name
- Do Explosion At...
- Need token
NEED_WEAPON_AND_LOCATION- Parameters
- Weapon
weapon - Waypoint
waypoint
- Weapon
- Attachment
- none
[Actions]
<TriggerID>=1,42,0,<Weapon>,0,0,0,0,<Waypoint>What is detonated
Section titled “What is detonated”Only two figures are taken from the weapon: its Damage and its Warhead. Everything else about the weapon is ignored, and the detonation happens at the waypoint’s cell at ground height, raised by the bridge height where a bridge covers or has covered that cell.
Three things then follow from those two figures, in this order:
- The explosion animation the warhead selects for that amount of damage on that terrain is created, when the warhead selects one at all.
- The lighting flash for that damage and warhead is applied.
- The damage is dealt, on the same terms as any other blast from that warhead.
A weapon whose ID is empulseweapon, in any letter case, also throws an EM pulse after the blast.
The weapon is only a carrier for those two figures, but it still has to exist to be counted. Weapons have no registration list of their own and come into being as object types name them, so a rules section written for this action alone and named by nothing takes no position in the list at all.
What the destroyed object springs
Section titled “What the destroyed object springs”An object destroyed with no firer behind the blast does not spring Destroyed by any house on its own tag, nor Attacked by any house or Discovered by player. Destroyed by anything and its no-infiltrate form still spring.
Valid values
- A position in the rules weapon list, counted from
0, and a scenario waypoint.
- The weapon is identified by position rather than by name. Weapons are numbered in the order they are first named across the rules tree, so adding, removing or renaming any weapon named earlier shifts every number already stored in a map.
- The position is used without a range check. One at or beyond the end of the weapon list reads past it.
- No firer is recorded, so the weapon's own range, rate of fire, projectile, sounds and firing animation play no part, no house is angered or awarded points, and nothing gains veterancy from a kill.
- An object destroyed with no firer behind the blast leaves several of the trigger events on its own tag unsprung.