IvanIconFlickerRate: Difference between revisions
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{{ | {{Flag | ||
|name=IvanIconFlickerRate | |||
|files={{Categ|Rules(md).ini}} | |||
|values=unsigned integers | |||
|special=None | |||
|default=8 ? | |||
|types={{Categ|CombatDamage}} | |||
|games=[[RA2]], [[YR]] | |||
}} | |||
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. | |||
*The first subanimation starts to play. | |||
*Every <tt>IvanBombFlickerRate</tt> frames, the subanim flips to the other frame of the same anim. | |||
*1/6th of the <tt>[[IvanTimedDelay]]</tt> later, the second subanim starts to play. | |||
*Every <tt>IvanBombFlickerRate</tt> frames, the subanim flips to the other frame of the same anim. | |||
*Again, 1/6th of the <tt>[[IvanTimedDelay]]</tt> later, the third subanim starts to play. | |||
*... | |||
*Continue until the entire delay is passed, and the bomb detonates. | |||
Revision as of 14:49, 7 May 2006
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| Flag: | IvanIconFlickerRate |
| File(s): | Rules(md).ini |
| Values: | unsigned integers |
| Special Values: | None |
| 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.





