PreImpactAnim
| Flag: | PreImpactAnim |
| File(s): | rules(md).ini |
| Values: | Strings: Normal text. (Limited to: Animations) |
| Default: | NUKEBALL for [NUKE], none for other |
| Extension Version: | 0.2+. |
| Applicable to: | Warheads |
| |
Used on a Warhead to define an animation that should be played before the warhead's actual "detonation". The animation will play when the projectile detonates, and once it has finished playing, the warhead will deal damage and play the animation derived from its' AnimList.
The effect of this feature is present and observable in the unmodified Red Alert 2 / Yuri's Revenge engine, but is hardcoded to the [NUKE] warhead. When impacting, the warhead will play the NUKEBALL animation and only deal damage (and play the NUKEANIM) after NUKEBALL has finished.
Notes
When using Splits, PreImpactAnim can be used to delay the spawning of the AirburstWeapon attached to the weapon's projectile. When firing a weapon with a warhead that has a PreImpactAnim and a projectile that has Splits, the AirburstWeapon will not be fired until the moment the warhead's actual detonation, which means it will be delayed by the duration of the PreImpactAnim.