IvanIconFlickerRate: Difference between revisions
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en>Nighthawk200 m Template updated |
en>Testid123 mNo edit summary |
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|name=IvanIconFlickerRate | |name=IvanIconFlickerRate | ||
|files={{Categ|Rules(md).ini}} | |files={{Categ|Rules(md).ini}} | ||
|values= | |values={{Values|integer}} | ||
|default=8 ? | |default=8 ? | ||
|types={{Categ|CombatDamage}} | |types={{Categ|CombatDamage}} | ||
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|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. | ||
Revision as of 16:52, 24 January 2025
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| 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.





