MaxDebris: Difference between revisions
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{{Flag | {{Flag | ||
|name= | |name={{PAGENAME}} | ||
|files={{Categ|Rules(md).ini}} | |files={{Categ|Rules(md).ini}} | ||
|values=integer | |values=integer | ||
|default=0 | |default=0 | ||
|types={{Categ|Warhead|Warheads}}, {{Categ|VehicleTypes}} | |types={{Categ|Warhead|Warheads}}, {{Categ|InfantryTypes}}, {{Categ|VehicleTypes}}, {{Categ|AircraftTypes}}, {{Categ|BuildingTypes}} | ||
| | |ts=yes | ||
|fs=yes | |||
|ets=yes | |||
|ra2=yes | |||
|yr=yes | |||
|rp=yes | |||
}} | }} | ||
== On a VehicleType == | |||
When this VehicleType is destroyed, it will spawn a random number of debris from the [{{f|General|link}}] {{arr|r}} {{f|ExplosiveVoxelDebris|link}} list , or the {{f|DebrisTypes|link}} list on the unit, if that is set. The random number is picked from the interval [ [[MinDebris]]; [[MaxDebris]] ] (inclusive). | |||
== On a Warhead == | |||
'''Note:''' This section is for YR only. | |||
When this warhead detonates, it will spawn a random number of debris from the [{{f|General|link}}] {{arr|r}} {{f|MetallicDebris|link}} list at the impact point. The random number is picked from the interval [ [[MinDebris]]; [[MaxDebris]] ] (inclusive). | |||
{{bugs}} | |||
Warheads spawning debris used {{f|MaxDebris}} - 1 as the real cap for the number of debris to spawn. | |||
*This bug has been fixed in Phobos Build#34. | |||
== | ==Note== | ||
*If <b>Max Debris=0</b> but [[MinDebris]] is greater than 0 The amount of debris always uses [[MinDebris]]. ;For example: {{f|MinDebris|10|link}} <b>MaxDebris=0</b> | |||
*'''MaxDebris=1''' There is a 50% chance that debris will form If you want to have a 100% chance of debris You will need to define the following:<br> | |||
'''[TechnoTypes]'''<br> | |||
'''MinDebris=x'''<br> | |||
'''MaxDebris=2'''<br> | |||
'''DebrisTypes=VoxelAnims,VoxelAnims'''<br> | |||
'''DebrisMaximums=1,0'''(1 For [[VoxelAnims]] that you want to actually happen)<br> | |||
[[File:LTNK and MinDebris+MaxDebris.gif]]<br> | |||
'''[LTNK]'''<br> | |||
'''{{f|MinDebris|1|link}}'''<br> | |||
'''{{f|MaxDebris|2|link}}'''<br> | |||
'''{{f|DebrisTypes|LTNK,TIRE|link}}'''<br> | |||
'''{{f|DebrisMaximums|1,0|link}}'''<br> | |||
*For turrets such as LTNKTUR,YAGGUNTUR You can't use it. If you really want to use it, do this. | |||
'''[YAGGUN]'''<br> | |||
'''{{f|MinDebris|1|link}}'''<br> | |||
'''{{f|MaxDebris|2|link}}'''<br> | |||
'''{{f|DebrisTypes|FAKEYAGGUN,INVISIBLE|link}}'''<br> | |||
'''{{f|DebrisMaximums|1,0|link}}'''<br> | |||
**'''INVISIBLE''' is the name of the actual voxel file that you need to create But there's no need for pictures. (Just create it to use the Voxel file name only). | |||
'''[FAKEYAGGUN]'''<br> | |||
'''{{f|Image|FAKEYAGGUN|link}}'''<br> | |||
'''{{f|MinDebris|2|link}}'''<br> | |||
'''{{f|MaxDebris|2|link}}'''<br> | |||
... | |||
== | == See Also == | ||
*[[MinDebris]] | |||
*[[DebrisTypes]] | |||
*[[DebrisMaximums]] | |||
[[Category:Review for fake conversion and revert if necessary]] |
Latest revision as of 19:38, 20 April 2025
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Flag: | MaxDebris |
File(s): | Rules(md).ini |
Values: | integer |
Default: | 0 |
Applicable to: | Warheads, InfantryTypes, VehicleTypes, AircraftTypes, BuildingTypes |
Warning: | There are 1 numbered subpages of this page. These pages should all be merged into this page. |
On a VehicleType
When this VehicleType is destroyed, it will spawn a random number of debris from the [General] → ExplosiveVoxelDebris list , or the DebrisTypes list on the unit, if that is set. The random number is picked from the interval [ MinDebris; MaxDebris ] (inclusive).
On a Warhead
Note: This section is for YR only.
When this warhead detonates, it will spawn a random number of debris from the [General] → MetallicDebris list at the impact point. The random number is picked from the interval [ MinDebris; MaxDebris ] (inclusive).
Bugs/Side-Effects/Unexpected Limitations
Warheads spawning debris used MaxDebris - 1 as the real cap for the number of debris to spawn.
- This bug has been fixed in Phobos Build#34.
Note
- If Max Debris=0 but MinDebris is greater than 0 The amount of debris always uses MinDebris. ;For example: MinDebris=10 MaxDebris=0
- MaxDebris=1 There is a 50% chance that debris will form If you want to have a 100% chance of debris You will need to define the following:
[TechnoTypes]
MinDebris=x
MaxDebris=2
DebrisTypes=VoxelAnims,VoxelAnims
DebrisMaximums=1,0(1 For VoxelAnims that you want to actually happen)
[LTNK]
MinDebris=1
MaxDebris=2
DebrisTypes=LTNK,TIRE
DebrisMaximums=1,0
- For turrets such as LTNKTUR,YAGGUNTUR You can't use it. If you really want to use it, do this.
[YAGGUN]
MinDebris=1
MaxDebris=2
DebrisTypes=FAKEYAGGUN,INVISIBLE
DebrisMaximums=1,0
- INVISIBLE is the name of the actual voxel file that you need to create But there's no need for pictures. (Just create it to use the Voxel file name only).
[FAKEYAGGUN]
Image=FAKEYAGGUN
MinDebris=2
MaxDebris=2
...