|Values:||Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767.|
|Applicable to:||Weapons, Particles, VoxelAnims, Animations|
In all cases, this flag specifies how many 'damage points' this weapon/animation/debris/particle delivers. Theand other warhead flags can alter this number before it is applied to the affected object(s).
(In RA1, this is only applicable to weapons, since the other applicable objects exist only in TS and later.)
On animations that don't have set, damage is dealt on each frame of the animation using the warhead specified in [CombatDamage]→ . Unlike on other objects, can be specified as a decimal number for such animations. If this value is less than 1, the game keeps track of a damage "counter" that increases by the given amount every time the animation frame is updated. Actual damage, worth of 1 hitpoint, is dealt only when this counter reaches an integer. If the counter is a decimal number when the animation ends, 1 hitpoint of damage is dealt regardless.
Animations that do haveset deal the specified amount of damage on impact with the ground or an object, in an area specified by , using the specified .
[FIRE1] Damage=.04 LoopCount=4
Suppose this animation is 18 frames long: 18 * 4 loops * 0.04 damage = 2.88 damage in total, which gets rounded up to 3. So, this animation will deal 3 damage using the warhead specified in.
- When a weapon has Damage value set to less than 1, no animation from its warhead's will be played.