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Difference between revisions of "SplashList"

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m (Replacing Template:TTL with Template:F.)
(IonCannonWarhead and Wake)
 
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If an animation is triggered over a tile with {{f|Land|Water|link}}, then one of two things can happen:
 
If an animation is triggered over a tile with {{f|Land|Water|link}}, then one of two things can happen:
 
* If the animation has {{f|IsMeteor|yes|link}}, then the last entry of <tt>SplashList</tt> will <i>always</i> be used.
 
* If the animation has {{f|IsMeteor|yes|link}}, then the last entry of <tt>SplashList</tt> will <i>always</i> be used.
* If this is not the case, the first entry of <tt>SplashList</tt> will be used, provided that there is not an {{f|ExpireAnim|link}} on this animation.
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* If this is not the case, the first entry of <tt>SplashList</tt> will be used.
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**In addition, the fragments will also draw water wave animations set by [[Wake]] on the water surface directly below during their movement.
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If [[IonCannonWarhead]] used by a Super Weapon with {{f|Type|IonCannon|link}} or ion cannons triggered by Action 94 on the map, the game will always draw the last animation from the <tt>SplashList</tt> when this warhead hits a water tile.
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==See Also==
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[[Wake]]

Latest revision as of 17:12, 29 June 2024

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: SplashList
File(s): rules(md).ini
Values: Strings: Normal text. (Limited to: Animations)
Applicable to: CombatDamage


This is a list of animations the game will use whenever a warhead with Conventional=yes detonates on a tile that contains Land=Water.

An unlimited number of animations can be accepted in this flag. An animation is chosen depending on the Damage of the warhead's weapon by dividing this damage by 35, then rounding down to an integer to form a zero-based index.

If an animation is triggered over a tile with Land=Water, then one of two things can happen:

  • If the animation has IsMeteor=yes, then the last entry of SplashList will always be used.
  • If this is not the case, the first entry of SplashList will be used.
    • In addition, the fragments will also draw water wave animations set by Wake on the water surface directly below during their movement.

If IonCannonWarhead used by a Super Weapon with Type=IonCannon or ion cannons triggered by Action 94 on the map, the game will always draw the last animation from the SplashList when this warhead hits a water tile.

See Also

Wake