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|ares=yes
|ares=yes
}}
}}
Setting this to 'yes' tells the game to use debris behaviour and additionally meteor logic (falls from sky) for this animation and enables use of flags controlling said behaviour on this animation.<br><b>IsMeteor=yes</b> causes {{f|TurretAnim|turret SHP|link}} and [[TurretAnimDamaged]] to be ignored.
Setting this to 'yes' tells the game to use debris behaviour and additionally meteor logic (falls from sky) for this animation and enables use of flags controlling said behaviour on this animation.<br><b>IsMeteor=yes</b> causes {{f|TurretAnim|turret SHP|link}} and {{f|TurretAnimDamaged|link}} to be ignored.
 
===See also===
*{{f|Bouncer|link}}
*{{f|Elasticity|link}}
*{{f|MaxXYVel|link}}
*{{f|MinZVel|link}}
*{{f|Spawns|link}}
*{{f|SpawnCount|link}}
*{{f|ExpireAnim|link}}


==On Voxel Debris==
==On Voxel Debris==
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|ares=yes
|ares=yes
}}
}}
Setting this to 'yes' tells the game to use debris behaviour and additionally meteor logic (falls from sky)
Setting this to 'yes' tells the game to use debris behaviour and additionally meteor logic (falls from sky) and [[Spawns]] logic will be enabled.<br>
Setting this to 'yes' tells the game that this [[VoxelAnims|voxel debris animation]] spawns tiberium/ore on impact. [[Tiberiums|The type of tiberium/ore]] spawned is hardcoded to Vinifera.
Setting this to 'yes' tells the game that this [[VoxelAnims|voxel debris animation]] spawns tiberium/ore on impact. [[Tiberiums|The type of tiberium/ore]] spawned is hardcoded to Vinifera. YR hardcode to the first in [[Tiberiums|[Tiberiums] list]]
==Note==
==Note==
*The {{f|MaxZVel|link}}, which is specific to [[VoxelAnims|VoxelAnimType]], seems not to take effect when {{f|IsMeteor|yes|link}} is enabled.
*Images in the [[ Particles]] section will not read this tag. Although the Image in the section [[Animations]] will have this tag.
*Images in the [[ Particles]] section will not read this tag. Although the Image in the section [[Animations]] will have this tag.
==See also==
*{{f|Bouncer|link}}
*{{f|Elasticity|link}}
*{{f|MaxXYVel|link}}
*{{f|MinZVel|link}}
*{{f|Spawns|link}}
*{{f|SpawnCount|link}}
*{{f|ExpireAnim|link}}

Latest revision as of 19:29, 12 January 2025

On Animation Debris

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: IsMeteor
File(s): Art(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: no
Applicable to: Animations


Setting this to 'yes' tells the game to use debris behaviour and additionally meteor logic (falls from sky) for this animation and enables use of flags controlling said behaviour on this animation.
IsMeteor=yes causes TurretAnim=turret SHP and TurretAnimDamaged to be ignored.

On Voxel Debris

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: IsMeteor
File(s): Rules(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: no
Applicable to: VoxelAnims


Setting this to 'yes' tells the game to use debris behaviour and additionally meteor logic (falls from sky) and Spawns logic will be enabled.
Setting this to 'yes' tells the game that this voxel debris animation spawns tiberium/ore on impact. The type of tiberium/ore spawned is hardcoded to Vinifera. YR hardcode to the first in [Tiberiums] list

Note

See also