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AnimList: Difference between revisions

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Marshall (talk | contribs)
m template update
Crimsonum (talk | contribs)
Added some new bits and fixed old ones.
 
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|ts=yes
|ts=yes
|fs=yes
|fs=yes
|ets=yes
|hp=yes
|ra2=yes
|ra2=yes
|yr=yes
|yr=yes
|rp=yes}}
|ares=yes}}
Lists the animations that are displayed at the point of impact of the warhead. These are listed in order of increasing adjusted final damage inflicted by the warhead, so typically the explosions get bigger in relation to the amount of damage caused. If the warhead has Conventional=yes set, the animations defined by the SplashList= statement in the [AudioVisual] section are used instead, which follow the same logic.<br>
Lists the animations that are displayed at the point of impact of the warhead. These are listed in order of increasing raw damage ''delivered'' by the projectile, so typically the explosions get bigger in relation to the amount of damage caused.


This can accept an unlimited number of animations. The game will pick which one to show through the weapon's [[Damage]]. The final anim is acquired by dividing [[Damage]] by 25 and rounding down to the nearest whole number. However, there are some special cases where this zero-based index logic is ignored. If [[EMEffect]] is set to yes, then it will pick an animation at random. If the warhead has the same ID as the one defined in [[LightningWarhead]], then the animation will be the one defined in [[WeatherConBoltExplosion]] regardless.
{{PAGENAME}} can accept any number{{fnl|1}} of animations. The game will pick which one to show through the damage delivered by the projectile. This is usually the weapon's {{f|Damage|link}} multiplied by the {{f|Firepower|link}} multiplier of the owner house, and any firepower upgrades the firing unit might have. The animation is acquired by dividing this delivered damage by 25{{fnl|2}} and truncating the result.
 
For example, up to 24 damage, the first animation in the list will be played. From 25 to 49 damage, the second animation. From 50 to 74 damage, third animation in the list will be played, and so on. When the damage value exceeds the available animation slots in the list, then the last animation in the list is played.
 
However, there are some special cases where this zero-based index logic is ignored:
*If the warhead has {{f|EMEffect|yes|link}}, then it will pick an animation at random.
*If the warhead is defined in {{sl|General|LightningWarhead}}, then the animation will be the one defined in {{sl|General|WeatherConBoltExplosion}} regardless.
*If the warhead is defined in {{sl|CombatDamage|C4Warhead}}, the last animation is played for crashing aircraft.
 
In addition, if the warhead has {{f|Conventional|yes|link}} set, and the projectile hits [[LandTypes|water]], the animations defined by the {{sl|AudioVisual|SplashList}} statement are used instead.
 
== Notes ==
 
{{fn|1|Subject to the maximum string limit of 127 characters}}
{{fn|2|This only pays attention to the projectile's ''delivered'' damage, not ''inflicted'' damage. That means {{f|Verses}}, {{f|ProneDamage}} and other target-dependant flags are ignored. In addition, this will ignore the damage increase produced by the support beams of the Prism Tower.}}

Latest revision as of 10:41, 31 August 2019

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: AnimList
File(s): rulesmd.ini
Values: Comma-separated list of strings. (Limited to: Animation IDs)
Applicable to: Warheads


Lists the animations that are displayed at the point of impact of the warhead. These are listed in order of increasing raw damage delivered by the projectile, so typically the explosions get bigger in relation to the amount of damage caused.

AnimList can accept any number1 of animations. The game will pick which one to show through the damage delivered by the projectile. This is usually the weapon's Damage multiplied by the Firepower multiplier of the owner house, and any firepower upgrades the firing unit might have. The animation is acquired by dividing this delivered damage by 252 and truncating the result.

For example, up to 24 damage, the first animation in the list will be played. From 25 to 49 damage, the second animation. From 50 to 74 damage, third animation in the list will be played, and so on. When the damage value exceeds the available animation slots in the list, then the last animation in the list is played.

However, there are some special cases where this zero-based index logic is ignored:

In addition, if the warhead has Conventional=yes set, and the projectile hits water, the animations defined by the [AudioVisual]SplashList= statement are used instead.

Notes

1 Subject to the maximum string limit of 127 characters

2 This only pays attention to the projectile's delivered damage, not inflicted damage. That means Verses, ProneDamage and other target-dependant flags are ignored. In addition, this will ignore the damage increase produced by the support beams of the Prism Tower.