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For related topics, see Chrono.
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A chrono vortex is an unfortunate side effect of the use of Chronosphere technology during the Second World War.

Background

It is essentially a rift in the space-time continuum that rampages through the battlefield, destroying everything in its path. It appears as a giant whirlpool of bending time, defying the laws of physics. This devastating event has a 20% chance[1][2] of happening each time the Chronosphere is activated if a vortex does not already exist. Vortexes were generated near the device in use and appeared as swirling space-time rifts.

During the final assault on Moscow, General Nikos Stavros warned Field Commander A9 that using the Chronosphere could produce "unknown side effects". It's assumed that this vortex is the side effect that Stavros was warning the commander about.

Later iterations of the Chronosphere do not produce chrono vortices, possibly due to improved designs.

Game Effects

There is a 20% probability[1][2] of a Chrono Vortex (called 'ChronalVortex' in the game's code[3]) every use of the Chronosphere will create a vortex. A vortex moves at speed 10, deals 200 damage per "shot", and searches for targets within a range of 10[1]. A vortex's lifetime is variable. A vortex has a 1 in 2 chance of 'hiding' for a random amount of time after zapping an enemy[4].

Units destroyed by a Chrono Vortex do not reappear later[5].

References

  1. 1.0 1.1 1.2 RULES.CPP line 134 Red Alert source

    VortexRange(10*CELL_LEPTON_W), VortexSpeed((MPHType)10), VortexDamage(200), VortexChance(".2"),

  2. 2.0 2.1 HOUSE.CPP line 3008

    if (!ChronalVortex.Is_Active() && Percent_Chance(Rule.VortexChance * 100)) { int x = Random_Pick(0, Map.MapCellWidth-1); int y = Random_Pick(0, Map.MapCellHeight-1); ChronalVortex.Appear(Cell_Coord(XY_Cell(Map.MapCellX + x, Map.MapCellY + y)));

  3. Red Alert source, VORTEX.CPP

    /* ** Instance of chronal vortex class. This must be the only instance. */ ChronalVortexClass ChronalVortex;

  4. VORTEX.CPP line 734 /* ** Vortex might pretend to go away after zapping the target. */ if (Random_Pick (0,2) == 2) Hide(); Returns randomly; VORTEX.CPP line 392
  5. Red Alert source: VORTEX.CPP line 686 CVC::Zap_target & VORTEX.CPP line 595 CVC::Attack Neither have code for units re-appearing.
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