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IvanIconFlickerRate: Difference between revisions

From ModEnc²
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|name=IvanIconFlickerRate
|name=IvanIconFlickerRate
|files={{Categ|Rules(md).ini}}
|files={{Categ|Rules(md).ini}}
|values=unsigned integers
|values={{Values|integer}}
|default=8 ?
|default=8 ?
|types={{Categ|CombatDamage}}
|types={{Categ|CombatDamage}}
Line 9: Line 9:
|rp=yes
|rp=yes
}}
}}
 
The game contains the "ticking down" animation <tt>bombcurs.shp</tt> , which is used in the following way:<br>
The game contains the "ticking down" animation <tt>bombcurs.shp</tt> , which is used in the following way:
 
*When the bomb is placed, the first 12 frames of the animation are split into 6 2-frame subanimations.
*When the bomb is placed, the first 12 frames of the animation are split into 6 2-frame subanimations.
*The first subanimation starts to play.
*The first subanimation starts to play.

Latest revision as of 21:51, 31 March 2025

Tiberian Dawn Red Alert Tiberian Sun Firestorm Red Alert 2 Yuri's Revenge
Flag: IvanIconFlickerRate
File(s): Rules(md).ini
Values: Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767.
Default: 8 ?
Applicable to: CombatDamage


The game contains the "ticking down" animation bombcurs.shp , which is used in the following way:

  • When the bomb is placed, the first 12 frames of the animation are split into 6 2-frame subanimations.
  • The first subanimation starts to play.
  • Every IvanBombFlickerRate frames, the subanim flips to the other frame of the same anim.
  • 1/6th of the IvanTimedDelay later, the second subanim starts to play.
  • Every IvanBombFlickerRate frames, the subanim flips to the other frame of the same anim.
  • Again, 1/6th of the IvanTimedDelay later, the third subanim starts to play.
  • ...
  • Continue until the entire delay is passed, and the bomb detonates.