DebrisTypes: Difference between revisions
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|values=comma-separated list of strings (names of [[VoxelAnims]]) | |values=comma-separated list of strings (names of [[VoxelAnims]]) | ||
|default=null | |default=null | ||
|types={{Categ|VehicleTypes}} | |types={{Categ|Warhead|Warheads}}(YR Only), {{Categ|InfantryTypes}}, {{Categ|VehicleTypes}}, {{Categ|AircraftTypes}}, {{Categ|BuildingTypes}} | ||
|ts=yes | |ts=yes | ||
|fs=yes | |fs=yes | ||
Line 12: | Line 12: | ||
|rp=yes | |rp=yes | ||
}} | }} | ||
Specifies which VoxelAnims can be spawned as debris after this [[TechnoTypes]] is destroyed. If it is left blank, debris from [{{f|General|link}}] {{arr|r}} {{f|ExplosiveVoxelDebris|link}} list is used instead. | |||
==For VehicleTypes and AircraftTypes== | |||
It is strange for [[VehicleTypes]] and [[AircraftTypes]] if you specify according to the steps below. The game will provide special effects for [[VehicleTypes]] and [[AircraftTypes]].<br> | |||
<b>[LTNK]</b><br> | |||
<b>MinDebris=6</b><br> | |||
<b>MaxDebris=6</b><br> | |||
<b>DebrisTypes=DISK</b><br> | |||
<b>DebrisMaximums=10</b><br> | |||
;;This designation when [LTNK] is destroyed will not leave any debris from the <b>DebrisTypes</b> section (But if [DISK] has {{f|Image|LTNK|link}} the above method will produce the same result as the method below). | |||
But if you set it like this:<br> | |||
<b>[LTNK]</b><br> | |||
<b>MinDebris=6</b><br> | |||
<b>MaxDebris=6</b><br> | |||
<b>DebrisTypes=LTNK</b><br> | |||
<b>DebrisMaximums=10</b><br> | |||
;;Debris from the<b>DebrisTypes</b>are output as specified.<br> | |||
I don't know why this is. | |||
==Note== | |||
*Voxel debris identified within <b>DebrisTypes</b> will now remap colors based on the Player colors. If it is specified on [[InfantryTypes]], [[VehicleTypes]], [[AircraftTypes]], [[BuildingTypes]] | |||
*[[Image]] of [[VehicleTypes]] inside the tag <b>DebrisTypes</b> will change according to the current image of the [[VehicleTypes]] being mentioned.<br> | |||
*If there is only {{f|MinDebris|x|link}},{{f|MaxDebris|x|link}},{{f|DebrisTypes|VehicleTypes|link}} or {{f|DebrisTypes|AircraftTypes|link}},{{f|DebrisMaximums|x|link}} Debris is always below ground.<br>[[File:DebrisTypes on Underground.png]][[File:DebrisTypes on Underground(1).png]]<br> | |||
*Normally, the '''DebrisTypes''' tag only supports part of [[VehicleTypes]]. Other components such as turrets, barrels are ignored.<br> | |||
If you want the game to show other parts besides [[VehicleTypes]] itself, use these tags instead<br> | |||
{{f|ShareBodyData|yes|link}}<br> | |||
{{f|ShareSource|VehicleTypes|link}}<br> | |||
{{f|VoxelIndex|0|link}}<br> | |||
Make the game show only the part of [[VehicleTypes]] (the game already shows it by default So this tag is not required).<br> | |||
{{f|ShareTurretData|yes|link}}<br> | |||
{{f|ShareSource|VehicleTypes|link}}<br> | |||
{{f|VoxelIndex|0|link}}<br> | |||
Make the game only show turrets of [[VehicleTypes]]<br> | |||
{{f|ShareBarrelData|yes|link}}<br> | |||
{{f|ShareSource|VehicleTypes|link}}<br> | |||
{{f|VoxelIndex|0|link}}<br> | |||
Make the game only show barrels of [[VehicleTypes]]<br> | |||
[[ShareBodyData]],[[ShareTurretData]],[[ShareBarrelData]] You can only use one tag. | |||
{{Bugs}} | |||
*If [[InfantryTypes]] within [[VehicleTypes]] use a suicide weapon, Debris from tags <b>DebrisTypes</b> pops out of [[VehicleTypes]] in a funny way.<br>[[File:Funny DebrisTypes.png]] | |||
== See Also == | == See Also == | ||
*[[MinDebris]]/[[MaxDebris]] | *[[MinDebris]]/[[MaxDebris]] | ||
*[[DebrisMaximums]] | *[[DebrisMaximums]] |
Latest revision as of 09:28, 9 October 2024
Flag: | DebrisTypes |
File(s): | Rules(md).ini |
Values: | comma-separated list of strings (names of VoxelAnims) |
Default: | null |
Applicable to: | Warheads(YR Only), InfantryTypes, VehicleTypes, AircraftTypes, BuildingTypes |
Specifies which VoxelAnims can be spawned as debris after this TechnoTypes is destroyed. If it is left blank, debris from [General] → ExplosiveVoxelDebris list is used instead.
For VehicleTypes and AircraftTypes
It is strange for VehicleTypes and AircraftTypes if you specify according to the steps below. The game will provide special effects for VehicleTypes and AircraftTypes.
[LTNK]
MinDebris=6
MaxDebris=6
DebrisTypes=DISK
DebrisMaximums=10
- This designation when [LTNK] is destroyed will not leave any debris from the DebrisTypes section (But if [DISK] has Image=LTNK the above method will produce the same result as the method below).
But if you set it like this:
[LTNK]
MinDebris=6
MaxDebris=6
DebrisTypes=LTNK
DebrisMaximums=10
- Debris from theDebrisTypesare output as specified.
I don't know why this is.
Note
- Voxel debris identified within DebrisTypes will now remap colors based on the Player colors. If it is specified on InfantryTypes, VehicleTypes, AircraftTypes, BuildingTypes
- Image of VehicleTypes inside the tag DebrisTypes will change according to the current image of the VehicleTypes being mentioned.
- If there is only MinDebris=x,MaxDebris=x,DebrisTypes=VehicleTypes or DebrisTypes=AircraftTypes,DebrisMaximums=x Debris is always below ground.
- Normally, the DebrisTypes tag only supports part of VehicleTypes. Other components such as turrets, barrels are ignored.
If you want the game to show other parts besides VehicleTypes itself, use these tags instead
ShareBodyData=yes
ShareSource=VehicleTypes
VoxelIndex=0
Make the game show only the part of VehicleTypes (the game already shows it by default So this tag is not required).
ShareTurretData=yes
ShareSource=VehicleTypes
VoxelIndex=0
Make the game only show turrets of VehicleTypes
ShareBarrelData=yes
ShareSource=VehicleTypes
VoxelIndex=0
Make the game only show barrels of VehicleTypes
ShareBodyData,ShareTurretData,ShareBarrelData You can only use one tag.
Bugs/Side-Effects/Unexpected Limitations
- If InfantryTypes within VehicleTypes use a suicide weapon, Debris from tags DebrisTypes pops out of VehicleTypes in a funny way.