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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
{{Flag
|name={{PAGENAME}}
|name={{PAGENAME}}
|files=rules(md).ini
|files={{ini|rules}}
|values=Crate Parameters; Animations
|values={{values|stringlist|[[Animations]]}}
|types=[[Powerups]], [[VehicleTypes]], [[AircraftTypes]], [[BuildingTypes]]
|types=[[VehicleTypes]], [[AircraftTypes]], [[BuildingTypes]]
|ts=yes
|ts=yes
|fs=yes
|fs=yes
|ets=yes
|hp=yes
|ra2=yes
|ra2=yes
|yr=yes
|yr=yes
|rp=yes
|ares=yes
}}<br />
}}
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.


There are 2 uses of this flag.
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.


__TOC__
This does not work on InfantryTypes.


== In the Crate Powerups section ([[Powerups|[Powerups]]]) ==
== 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.


Here, the flag is used to control the effect of an Explosion crate. This crate type is unused in the game by default.
See [[Powerups]] for more information.


The fourth parameter is the amount of damage inflicted. This uses the warhead defined in [[C4Warhead]] so by editing that you can customize this crate power up.
==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.


== On TechnoTypes ==


Specifies the list of explosion animations to use when this object is destroyed. <br>
[[Category:Rules(md).ini Flags]]
There are usually 5 in the list separated by commas, and the game displays them randomly at single-cell offsets from the center of the object. <br>
[[Category:TechnoTypes Flags]]
Each of the animations should be listed in the [[Animations|[Animations]]] list and have their own entry defined in art(md).ini. Where a 6th animation is present on BuildingTypes it appears to be a structure-specific explosion (this is only used on power plants in Red Alert 2).<br>
[[Category:VehicleTypes Flags]]
This does not work on InfantryTypes.
[[Category:AircraftTypes Flags]]
[[Category:BuildingTypes Flags]]
[[Category:Warhead Flags]]
[[Category:Powerups Flags]]
[[Category:Review for fake conversion and revert if necessary]]

Latest revision as of 19:00, 20 April 2025

There are two uses for this flag in rules(md).ini. What those two cases are depends on the game.

On Warheads

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: 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
Warning: There are 2 numbered subpages of this page. These pages should all be merged into this page.


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

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: Explosion
File(s): rules(md).ini
Values: Comma-separated list of strings. (Limited to: Animations)
Applicable to: VehicleTypes, AircraftTypes, BuildingTypes
Warning: There are 2 numbered subpages of this page. These pages should all be merged into this page.


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

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: Explosion
File(s): rules(md).ini
Values: Comma-separated list of strings.
Applicable to: Powerups
Warning: There are 2 numbered subpages of this page. These pages should all be merged into this page.


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.