Explosion: Difference between revisions
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{{ | There are two uses for this flag in {{ini|rules}}. What those two cases are depends on the game. | ||
__TOC__ | |||
== On [[Warheads]] == | |||
{{Flag | |||
|name={{PAGENAME}} | |||
|files={{ini|rules}} | |||
|values={{values|int|0–6}} | |||
|default=0 | |||
|types=[[Warheads]] | |||
|ra=yes | |||
|cs=yes | |||
|am=yes | |||
}} | |||
Defines which set of pre-determined explosion [[animations]] to use when a warhead of this type impacts. The values are explained below: | |||
{| class="wikitable" | |||
|- | |||
!Value | |||
!Description | |||
|- | |||
|0 | |||
|No animation | |||
|- | |||
|1 | |||
|A single bullet impact | |||
|- | |||
|2 | |||
|Multiple bullet impacts | |||
|- | |||
|3 | |||
|Fire, napalm | |||
|- | |||
|4 | |||
|Armor-piercing rounds | |||
|- | |||
|5 | |||
|High explosives | |||
|- | |||
|6 | |||
|Nuclear explosion | |||
|- | |||
|} | |||
== On [[TechnoTypes]] == | |||
{{Flag | |||
|name={{PAGENAME}} | |||
|files={{ini|rules}} | |||
|values={{values|stringlist|[[Animations]]}} | |||
|types=[[VehicleTypes]], [[AircraftTypes]], [[BuildingTypes]] | |||
|ts=yes | |||
|fs=yes | |||
|hp=yes | |||
|ra2=yes | |||
|yr=yes | |||
|ares=yes | |||
}} | |||
Specifies the list of explosion animations to use when this object is destroyed. The game randomly displays one of them, or in the case of [[BuildingTypes|buildings]], one on each [[cell]] that the building occupies. | |||
On [[VehicleTypes|vehicles]] there is a special case where if the VehicleType has [[Explodes]] or the corresponding [[VeteranAbilities|veteran]] or [[EliteAbilities|elite]] ability and [[Ammo]] set to -1 or omitted or any remaining ammo left otherwise, the animation picked will always be the last one listed. | |||
This does not work on InfantryTypes. | |||
== In [[Powerups]] == | |||
{{Flag | |||
|name={{PAGENAME}} | |||
|files={{ini|rules}} | |||
|values={{values|stringlist}} | |||
|types=[[Powerups]] | |||
|ts=yes | |||
|fs=yes | |||
|hp=yes | |||
|ra2=yes | |||
|yr=yes | |||
|ares=yes | |||
}} | |||
Here, the flag is used to control the effect of an exploding bonus [[crate]]. It takes a comma-separated list of three parameters that determine the probability, animation, and damage dealt by the explosion, in that order. {{ra2}} and {{yr}} have a fourth parameter which controls whether this type of crate can spawn on water. | |||
See [[Powerups]] for more information. | |||
==Note== | |||
*Animation that happens will be calculated according to the value [[Foundation]] It means that if{{f|Foundation|2x2|link}} Animations are displayed within a 2x2 area. | |||
[[Category:Rules(md).ini_Flags]] | |||
[[Category:TechnoTypes_Flags]] | |||
[[Category:VehicleTypes_Flags]] | |||
[[Category:AircraftTypes_Flags]] | |||
[[Category:BuildingTypes_Flags]] | |||
[[Category:Warhead_Flags]] | |||
[[Category:Powerups_Flags]] |
Latest revision as of 14:26, 10 November 2024
There are two uses for this flag in rules(md).ini. What those two cases are depends on the game.
On Warheads
Flag: | Explosion |
File(s): | rules(md).ini |
Values: | Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767. (Limited to: 0–6) |
Default: | 0 |
Applicable to: | Warheads |
Defines which set of pre-determined explosion animations to use when a warhead of this type impacts. The values are explained below:
Value | Description |
---|---|
0 | No animation |
1 | A single bullet impact |
2 | Multiple bullet impacts |
3 | Fire, napalm |
4 | Armor-piercing rounds |
5 | High explosives |
6 | Nuclear explosion |
On TechnoTypes
Flag: | Explosion |
File(s): | rules(md).ini |
Values: | Comma-separated list of strings. (Limited to: Animations) |
Applicable to: | VehicleTypes, AircraftTypes, BuildingTypes |
Specifies the list of explosion animations to use when this object is destroyed. The game randomly displays one of them, or in the case of buildings, one on each cell that the building occupies.
On vehicles there is a special case where if the VehicleType has Explodes or the corresponding veteran or elite ability and Ammo set to -1 or omitted or any remaining ammo left otherwise, the animation picked will always be the last one listed.
This does not work on InfantryTypes.
In Powerups
Flag: | Explosion |
File(s): | rules(md).ini |
Values: | Comma-separated list of strings. |
Applicable to: | Powerups |
Here, the flag is used to control the effect of an exploding bonus crate. It takes a comma-separated list of three parameters that determine the probability, animation, and damage dealt by the explosion, in that order. Red Alert 2 and Yuri's Revenge have a fourth parameter which controls whether this type of crate can spawn on water.
See Powerups for more information.
Note
- Animation that happens will be calculated according to the value Foundation It means that ifFoundation=2x2 Animations are displayed within a 2x2 area.