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AnimList: Difference between revisions

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en>Nighthawk200
Updated with DCoder's information. And that'll do for today :P
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{{DeeZireInclusion}}<br />
{{flag
Lists the animations that are displayed at the point of impact of the warhead. These are listed in order of increasing adjusted final damage inflicted by the warhead, so typically the explosions get bigger in relation to the amount of damage caused. If the warhead has Conventional=yes set, the animations defined by the SplashList= statement in the [AudioVisual] section are used instead, which follow the same logic.
|name={{PAGENAME}}
|files=rulesmd.ini
|values={{values|strings|Animation IDs}}
|types=[[Warheads]]
|ts=yes
|fs=yes
|ets=yes
|ra2=yes
|yr=yes
|rp=yes}}
Lists the animations that are displayed at the point of impact of the warhead. These are listed in order of increasing adjusted final damage inflicted by the warhead, so typically the explosions get bigger in relation to the amount of damage caused. If the warhead has Conventional=yes set, the animations defined by the SplashList= statement in the [AudioVisual] section are used instead, which follow the same logic.<br>
 
This can accept an unlimited number of animations. The game will pick which one to show through the weapon's [[Damage]]. The final anim is acquired by dividing [[Damage]] by 25 and rounding down to the nearest whole number. However, there are some special cases where this zero-based index logic is ignored. If [[EMEffect]] is set to yes, then it will pick an animation at random. If the warhead has the same ID as the one defined in [[LightningWarhead]], then the animation will be the one defined in [[WeatherConBoltExplosion]] regardless.

Revision as of 21:42, 22 February 2008

Tiberian Dawn Red Alert Tiberian Sun Firestorm Red Alert 2 Yuri's Revenge
Flag: AnimList
File(s): rulesmd.ini
Values: Strings: Normal text. (Limited to: Animation IDs)
Applicable to: Warheads


Lists the animations that are displayed at the point of impact of the warhead. These are listed in order of increasing adjusted final damage inflicted by the warhead, so typically the explosions get bigger in relation to the amount of damage caused. If the warhead has Conventional=yes set, the animations defined by the SplashList= statement in the [AudioVisual] section are used instead, which follow the same logic.

This can accept an unlimited number of animations. The game will pick which one to show through the weapon's Damage. The final anim is acquired by dividing Damage by 25 and rounding down to the nearest whole number. However, there are some special cases where this zero-based index logic is ignored. If EMEffect is set to yes, then it will pick an animation at random. If the warhead has the same ID as the one defined in LightningWarhead, then the animation will be the one defined in WeatherConBoltExplosion regardless.