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|values=integer
|values=integer
|default=0
|default=0
|types={{Categ|Warhead|Warheads}}, {{Categ|VehicleTypes}}
|types={{Categ|Warhead|Warheads}}, {{Categ|InfantryTypes}}, {{Categ|VehicleTypes}}, {{Categ|AircraftTypes}}, {{Categ|BuildingTypes}}
|ts=yes
|ts=yes
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== On a VehicleType ==
== On a VehicleType ==
When this VehicleType is destroyed, it will spawn a random number of debris from the [{{f|General|link}}] {{arr|r}} {{f|ExplosiveVoxelDebris|link}} list , or the {{f|DebrisTypes|link}} list on the unit, if that is set. The random number is picked from the interval [ [[MinDebris]]; [[MaxDebris]] ] (inclusive).


When this VehicleType is destroyed, it will spawn a random number of debris from the [{{TTL|General}}] {{arr|r}} {{TTL|ExplosiveVoxelDebris}} list , or the {{TTL|DebrisTypes}} list on the unit, if that is set. The random number is picked from the interval [ [[MinDebris]]; [[MaxDebris]] ] (inclusive).
== On a Warhead ==
'''Note:''' This section is for YR only.


== On a Warhead ==
When this warhead detonates, it will spawn a random number of debris from the [{{f|General|link}}] {{arr|r}} {{f|MetallicDebris|link}} list at the impact point. The random number is picked from the interval [ [[MinDebris]]; [[MaxDebris]] ] (inclusive).
==Note==
*If <b>Max Debris=0</b> but [[MinDebris]] is greater than 0 The amount of debris always uses [[MinDebris]]. ;For example: {{f|MinDebris|10|link}} <b>MaxDebris=0</b>
*'''MaxDebris=1''' There is a 50% chance that debris will form If you want to have a 100% chance of debris You will need to define the following:<br>
'''[TechnoTypes]'''<br>
'''MinDebris=x'''<br>
'''MaxDebris=2'''<br>
'''DebrisTypes=VoxelAnims,VoxelAnims'''<br>
'''DebrisMaximums=1,0'''(1 For [[VoxelAnims]] that you want to actually happen)<br>
[[File:LTNK and MinDebris+MaxDebris.gif]]<br>
'''[LTNK]'''<br>
'''{{f|MinDebris|1|link}}'''<br>
'''{{f|MaxDebris|2|link}}'''<br>
'''{{f|DebrisTypes|LTNK,TIRE|link}}'''<br>
'''{{f|DebrisMaximums|1,0|link}}'''<br>


'''Note:''' This section is for YR only.
*For turrets such as LTNKTUR,YAGGUNTUR You can't use it. If you really want to use it, do this.
'''[YAGGUN]'''<br>
'''{{f|MinDebris|1|link}}'''<br>
'''{{f|MaxDebris|2|link}}'''<br>
'''{{f|DebrisTypes|FAKEYAGGUN,INVISIBLE|link}}'''<br>
'''{{f|DebrisMaximums|1,0|link}}'''<br>
**'''INVISIBLE''' is the name of the actual voxel file that you need to create But there's no need for pictures. (Just create it to use the Voxel file name only).


When this warhead detonates, it will spawn a random number of debris from the [{{TTL|General}}] {{arr|r}} {{TTL|MetallicDebris}} list at the impact point. The random number is picked from the interval [ [[MinDebris]]; [[MaxDebris]] ] (inclusive).
'''[FAKEYAGGUN]'''<br>
'''{{f|Image|FAKEYAGGUN|link}}'''<br>
'''{{f|MinDebris|2|link}}'''<br>
'''{{f|MaxDebris|2|link}}'''<br>
...


== See Also ==  
== See Also ==  
*[[MinDebris]]
*[[MinDebris]]
*[[DebrisTypes]]
*[[DebrisTypes]]
*[[DebrisMaximums]]
*[[DebrisMaximums]]

Latest revision as of 21:57, 31 March 2025

Tiberian Dawn Red Alert Tiberian Sun Firestorm Red Alert 2 Yuri's Revenge
Flag: MaxDebris
File(s): Rules(md).ini
Values: integer
Default: 0
Applicable to: Warheads, InfantryTypes, VehicleTypes, AircraftTypes, BuildingTypes


On a VehicleType

When this VehicleType is destroyed, it will spawn a random number of debris from the [General] → ExplosiveVoxelDebris list , or the DebrisTypes list on the unit, if that is set. The random number is picked from the interval [ MinDebris; MaxDebris ] (inclusive).

On a Warhead

Note: This section is for YR only.

When this warhead detonates, it will spawn a random number of debris from the [General] → MetallicDebris list at the impact point. The random number is picked from the interval [ MinDebris; MaxDebris ] (inclusive).

Note

  • If Max Debris=0 but MinDebris is greater than 0 The amount of debris always uses MinDebris. ;For example: MinDebris=10 MaxDebris=0
  • MaxDebris=1 There is a 50% chance that debris will form If you want to have a 100% chance of debris You will need to define the following:

[TechnoTypes]
MinDebris=x
MaxDebris=2
DebrisTypes=VoxelAnims,VoxelAnims
DebrisMaximums=1,0(1 For VoxelAnims that you want to actually happen)
File:LTNK and MinDebris+MaxDebris.gif
[LTNK]
MinDebris=1
MaxDebris=2
DebrisTypes=LTNK,TIRE
DebrisMaximums=1,0

  • For turrets such as LTNKTUR,YAGGUNTUR You can't use it. If you really want to use it, do this.

[YAGGUN]
MinDebris=1
MaxDebris=2
DebrisTypes=FAKEYAGGUN,INVISIBLE
DebrisMaximums=1,0

    • INVISIBLE is the name of the actual voxel file that you need to create But there's no need for pictures. (Just create it to use the Voxel file name only).

[FAKEYAGGUN]
Image=FAKEYAGGUN
MinDebris=2
MaxDebris=2
...

See Also