Wake
| Flag: | Wake |
| File(s): | rules(md).ini |
| Values: | Strings: Normal text. (Limited to: Animation) |
| Default: | none |
| Applicable to: | In vanilla, only General; In Phobos, it is extended to InfantryTypes, VehicleTypes and AircraftTypes. |
Specifies the animation that is used as a wake effect when an object is moving on or over water.
Notes
When a debris with IsMeteor=no falls on the water surface, besides playing the splash animation, it will also use the animation set here.
When ships are shaken by squids and when units are in the process of sinking, animations here are continuously created as well.
Bugs/Side-Effects/Unexpected Limitations
Units with Underwater=yes will not create the animation here.
Besides locomotors that are not on the ground, Walk, Mech, and Teleport[1] also cannot use this effect.
Footnotes
- ↑ Locomotor=Teleport originally does not have a moving process
References
Starting from Phobos Build#35, you can customize for each debris through the newly added WakeAnim= flag. Refer to Phobos documentation - Customizable debris impact behaviour.
- From Build#48, this can accept an animation list and randomly select one from it to use.
Starting from Phobos Build#43, this can be customized on each technos, and allows separate definition for two special cases: squids and sinking. Refer to Phobos documentation - Customizable wake anim.