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IvanIconFlickerRate

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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.

Notes

Ares had changed the rules regarding frame usage, but starting from version 3.0, this was reverted to be consistent with the vanilla rules.

Example: For a bombcur.shp with the frames A, B, C, D, and E, previous versions of Ares would flicker between (A B), (B C), (C D), (D E). Now, like in the original game, it will flicker (A B) (C D), ignoring E because the frame count is odd (it will be used as Death Bomb frame, though.

Migration: This change is hardcoded. Getting back the old behavior would require to duplicate all frames but the first and the last one.

The bombcurs.shp should have the following format:

(2 * timebomb_frames) + deathbomb_frame

deathbomb_frame is optional.

See Also