ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.

Explosion/On TechnoTypes

From ModEnc
Jump to navigation Jump to search
Tiberian Dawn The Covert Operations Red Alert Counterstrike Aftermath Tiberian Sun Firestorm HyperPatch Red Alert 2 Yuri's Revenge Ares Generals Zero Hour Tiberium Wars Kane's Wrath
Flag: Explosion
File(s): rules(md).ini
Values: Comma-separated list of strings. (Limited to: Animations)
Applicable to: TechnoTypes:

AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes



Specifies the list of explosion animations to use when this object is destroyed. The game randomly displays one of them.

Notes

On vehicles there is a special case where if the VehicleType has Explodes or the corresponding veteran or elite ability and units that have not depleted their ammo will consistently use the last item in the list; this also includes those that do not use ammo logic (Ammo=-1, infinite ammo).

On buildings, for every cell that the Foundation occupies, a random animation is selected from a list and played.

For air units that can crash and do not detonate a DeathWeapon (e.g., vehicles with BalloonHover=no and Locomotor=Jumpjet), they will play once when dying and once again when hitting the ground. For vehicles with BalloonHover=yes and Locomotor=Jumpjet, the landing instance is replaced by detonating the weapon specified by DeathWeapon=.

Bugs/Side-Effects/Unexpected Limitations

This does not work on InfantryTypes.

In vanilla, because entities still present on the map can die during the death process due to reasons such as their side being defeated, this situation may additionally play one more time in the middle.

See Also