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AnimList

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Flag: AnimList
File(s): rulesmd.ini
Values: Comma-separated list of strings. (Limited to: Animation IDs)
Applicable to: Warheads


The list of animations created when this warhead explodes, with the creation rules as follows:

AnimList can accept any number[1] of animations. The game will pick which one to show through the damage delivered by the projectile. This is usually the weapon's Damage multiplied by the Firepower multiplier of the owner house, and any firepower upgrades the firing unit might have. The animation is acquired by dividing this delivered damage by 25[2] and truncating the result.

For example, up to 24 damage, the first animation in the list will be played. From 25 to 49 damage, the second animation. From 50 to 74 damage, third animation in the list will be played, and so on. When the damage value exceeds the available animation slots in the list, then the last animation in the list is played.

Notes

There are some special cases where this zero-based index logic is ignored:

  • If the warhead has EMEffect=yes, then it will pick an animation at random.
  • If the warhead is defined in [CombatDamage]C4Warhead=, the last animation is played for crashing aircraft.

In addition, if the warhead has Conventional=yes set, and the projectile hits water, the animations defined by the [AudioVisual]SplashList= statement are used instead.

  • If it hits a non-underwater unit in a Water cell, then it will be considered as exploding on land. If you want to define it, refer to the documents mentioned in #References.

Bugs/Side-Effects/Unexpected Limitations

If through AnimList an explosion animation is set for a warhead that uses negative Damage, then it will trigger EIP#00422131.

  • This bug has been fixed in Ares 0.2.

If the warhead is defined in [General]LightningWarhead=, then the animation will be the one defined in [General]WeatherConBoltExplosion= regardless.

The animation created in this way has its Z-depth hard-coded to -15.

  • As of Phobos Build49, this can now be customized. See here.

Footnotes

  1. Subject to the maximum string limit of 127 characters
  2. This only pays attention to the projectile's delivered damage, not inflicted damage. That means Verses, ProneDamage and other target-dependant flags are ignored. In addition, this will ignore the damage increase produced by the support beams of the Prism Tower.

References

In the Phobos extension, this has been added with many customizations, including whether to randomly select, the scatter range, and others. Refer to Phobos documentation.

See Also