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Crushing System: Difference between revisions

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:several flags, detailed [[Who crushes whom|here]]
:several flags, detailed [[Who crushes whom|here]]
;The sound to be played afterwards is determined by
;The sound to be played afterwards is determined by
:{{TTL|CrushSound}} on object B
:{{f|CrushSound|link}} on object B
;Whether object A should change its appearance while crushing is determined by
;Whether object A should change its appearance while crushing is determined by
:{{TTL|TiltsWhenCrushes}} on object A
:{{f|TiltsWhenCrushes|link}} on object A


{{NeedTesting}}
{{NeedsTesting}}
;In YR, if object B is a VehicleType, then an explosion will be triggered by object B's death
;In YR, if object B is a VehicleType, then an explosion will be triggered by object B's death
:firing an unknown amount of damage and using an unknown warhead, possibly [{{TTL|CombatDamage}}]{{TTL|DeathWeapon}}
:firing an unknown amount of damage and using an unknown warhead.


[[Category: Systems]]
[[Category: Systems]]

Latest revision as of 21:39, 31 March 2025

This article describes how the crushing system works.

Whether object A can crush object B is determined by
several flags, detailed here
The sound to be played afterwards is determined by
CrushSound on object B
Whether object A should change its appearance while crushing is determined by
TiltsWhenCrushes on object A
This needs testing
The following section contains information that has not been personally confirmed by the revision's author; readers are encouraged to test it themselves and update the section accordingly.


In YR, if object B is a VehicleType, then an explosion will be triggered by object B's death
firing an unknown amount of damage and using an unknown warhead.