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m Dedeezirified completed. It appears that some content from The Guide was not merged from the _I... pages but manually pasted by others; therefore, those sections have also been rewritten. |
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==On TechnoType== | |||
{{Flag | |||
|name={{PAGENAME}} | |||
|files={{Categ|Rules(md).ini}} | |||
|default=none | |||
|values={{Values|string|[[AircraftTypes]]}} | |||
|types={{catAllTypes}} | |||
|ra2=yes | |||
|yr=yes | |||
|ares=yes | |||
}} | |||
What type of aircraft does this spawner techno use as its spawned entities? | |||
=== | === See Also === | ||
{{ | *{{sl|Weapon|Spawner|yes|link}} | ||
===On | |||
{{ | *{{f|SpawnsNumber|link}} | ||
*{{f|SpawnRegenRate|link}} | |||
*{{f|SpawnReloadRate|link}} | |||
*{{f|NoSpawnAlt|link}} | |||
This has already been implemented in a {{ts}} extension called [[Vinifera]], see [https://vinifera.readthedocs.io/en/develop/New-Features-and-Enhancements.html#spawners here]. | |||
== On Animation Debris == | |||
{{Flag | |||
|name={{PAGENAME}} | |||
|files={{Categ|Art(md).ini}} | |||
|default=none | |||
|values={{Values|string|[[Animations]]}} | |||
|ts=yes | |||
|fs=yes | |||
|hp=yes | |||
|ra2=yes | |||
|yr=yes | |||
|ares=yes | |||
}} | |||
Specify the sub-shape debris types that splatter upon collision with ground surfaces or {{Categ|BuildingTypes}}. | |||
=== Notes === | |||
Shape debris is fundamentally {{Categ|Animations}}. | |||
=== See Also === | |||
*{{f|SpawnCount|link}} | |||
*{{f|Bouncer|link}} | |||
*{{f|IsMeteor|link}} | |||
== On Voxel Debris == | |||
{{Flag | |||
|name={{PAGENAME}} | |||
|files={{Categ|Rules(md).ini}} | |||
|default=none | |||
|values={{Values|string|[[VoxelAnims]]}} | |||
|ts=yes | |||
|fs=yes | |||
|hp=yes | |||
|ra2=yes | |||
|yr=yes | |||
|ares=yes | |||
}} | |||
Specify the sub-voxel debris types that splatter upon collision with ground surfaces or {{Categ|BuildingTypes}}. | |||
=== Notes === | |||
Only [[VoxelAnims|VoxelAnimType]] with {{f|IsMeteor|yes|link}} and {{f|MinZVel|link}}{{tt|<0}} can be generated. | |||
*VoxelAnimType with {{f|IsMeteor|no|link}} cannot be generated. | |||
*VoxelAnimType with {{f|MinZVel|link}}{{tt|>0}} may even trigger [[EIP#eip_007564BD]]. | |||
== On ParticleSystems == | |||
{{flag | |||
|files={{Categ|Rules(md).ini}} | |||
|values={{values|boolean}} | |||
|types={{Categ|ParticleSystems}} | |||
|default=no | |||
|games | |||
|ts=yes | |||
|fs=yes | |||
|hp=yes | |||
|ra2=yes | |||
|yr=yes | |||
|ares=yes | |||
}} | |||
Determines whether the ParticleSystem can continuously generate {{Categ|Particles}} specified by {{f|HoldsWhat|link}}. | |||
=== See Also === | |||
*{{f|SpawnFrames|link}} | |||
*{{f|SpawnRadius|link}} | |||
*{{f|SpawnCutoff|link}} | |||
*{{f|SpawnTranslucencyCutoff|link}} |
Latest revision as of 17:41, 27 April 2025
On TechnoType
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Flag: | Spawns |
File(s): | Rules(md).ini |
Values: | Strings: Normal text. (Limited to: AircraftTypes) |
Default: | none |
Applicable to: | TechnoTypes:
AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes |
What type of aircraft does this spawner techno use as its spawned entities?
See Also
This has already been implemented in a Tiberian Sun extension called Vinifera, see here.
On Animation Debris
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Flag: | Spawns |
File(s): | Art(md).ini |
Values: | Strings: Normal text. (Limited to: Animations) |
Default: | none |
Specify the sub-shape debris types that splatter upon collision with ground surfaces or BuildingTypes.
Notes
Shape debris is fundamentally Animations.
See Also
On Voxel Debris
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Flag: | Spawns |
File(s): | Rules(md).ini |
Values: | Strings: Normal text. (Limited to: VoxelAnims) |
Default: | none |
Specify the sub-voxel debris types that splatter upon collision with ground surfaces or BuildingTypes.
Notes
Only VoxelAnimType with IsMeteor=yes and MinZVel<0 can be generated.
- VoxelAnimType with IsMeteor=no cannot be generated.
- VoxelAnimType with MinZVel>0 may even trigger EIP#eip_007564BD.
On ParticleSystems
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Flag: | Spawns |
File(s): | Rules(md).ini |
Values: | Boolean values: yes or no, true or false, 1 or 0 |
Default: | no |
Applicable to: | ParticleSystems |
Determines whether the ParticleSystem can continuously generate Particles specified by HoldsWhat.