ConditionYellow: Difference between revisions
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en>E1 Elite m Add damaged frame info. |
en>Crimsonum Info about hardcoded elements. |
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* [[Culling]] | * [[Culling]] | ||
* [[DamageDelay]] | * [[DamageDelay]] | ||
* [[BehavesLike#Spark|Spark-type]] [[DamageParticleSystems]] | * [[BehavesLike#Spark|Spark-type]] [[DamageParticleSystems|particle effects]] | ||
* [[SelfHealing]] | * [[SelfHealing]] | ||
* Any of the damaged building animations, like [[ActiveAnimDamaged]] | * Any of the damaged building animations, like [[ActiveAnimDamaged]] | ||
'''Note:''' [[BehavesLike#Smoke|Smoke-type]] [[DamageParticleSystems|particle effects]] and [[BlowupSound|building damage sound]] are hardcoded to play once the object's health drops below 50%. | |||
== See Also == | == See Also == | ||
* [[ConditionRed]] | * [[ConditionRed]] | ||
Revision as of 11:59, 8 February 2024
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| Flag: | ConditionYellow |
| File(s): | rules(md).ini |
| Values: | Percentages: Either a direct percentage (e.g. "50%"), or a floating point value (e.g. "0.5"). |
| Default: | 50% |
| Applicable to: | General (in RA), AudioVisual (in TS to YR) |
When an object is damaged to this percentage of its original Strength value, the color of its health bar turns yellow.
Under condition yellow and red health, a building's damaged frames are shown and in RA2/YR, building on fire animation is also shown. For CanBeOccupied=yes structures, on fire animation is shown on condition red only. For civilian buildings (CanBeOccupied=yes and TechLevel=-1), both damaged frames and on fire animation is shown on condition red only.
In addition, many other features depend on this setting, including, but not limited to:
- BerzerkAllowed
- ConditionYellowSparkingProbability
- Culling
- DamageDelay
- Spark-type particle effects
- SelfHealing
- Any of the damaged building animations, like ActiveAnimDamaged
Note: Smoke-type particle effects and building damage sound are hardcoded to play once the object's health drops below 50%.





