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Difference between revisions of "IonBlast"
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({{arr|r}}ModEnc:Styleguide, If it's the Ion Cannon Blast Anim, it's quite logical it is played as the blast wave when an Ion Cannon Strike is initiated by map -_-) |
EvilRenegade (talk | contribs) m (Replacing Template:TTL with Template:F.) |
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|default=null | |default=null | ||
|types={{Categ|General}} | |types={{Categ|General}} | ||
− | | | + | |ts=yes |
+ | |fs=yes | ||
+ | |ets=yes | ||
+ | |yr=yes | ||
+ | |rp=yes | ||
}} | }} | ||
− | Specifies the animation played when a Super Weapon with {{ | + | Specifies the animation played when a Super Weapon with {{f|Type|IonCannon|link}} hits the ground (and/or its target). Both this animation and the one set under {{f|IonBeam|link}} are played at the same time.<br> |
− | In {{yr}}, a Super Weapon with {{ | + | In {{yr}}, a Super Weapon with {{f|Type|GeneticConverter|link}} also uses this animation as the "blast wave". |
+ | |||
+ | ==RockPatch Info== | ||
+ | [[Image:Rpo.png]] In RockPatch version CE and higher, this animation is also played when any Super Weapon with {{f|Type|IonCannon|link}} strikes the designated location along with the animation specified in {{f|IonBeam|link}}. As this anim is used with the Genetic Mutator as well, if you are using both Super Weapon types, then try to use an animation suitable to both. |
Latest revision as of 10:13, 27 November 2009
Flag: | IonBlast |
File(s): | Rules(md).ini |
Values: | Strings (Names of Animations) |
Special Values: | None |
Default: | null |
Applicable to: | General |
Specifies the animation played when a Super Weapon with Type=IonCannon hits the ground (and/or its target). Both this animation and the one set under IonBeam are played at the same time.
In Yuri's Revenge, a Super Weapon with Type=GeneticConverter also uses this animation as the "blast wave".