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DebrisTypes: Difference between revisions

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|rp=yes
|rp=yes
}}
}}
Specifies which VoxelAnims can be spawned as debris after this VehicleType is destroyed. If it is left blank, debris from [{{f|General|link}}] {{arr|r}} {{f|ExplosiveVoxelDebris|link}} list is used instead.
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==
==For VehicleTypes and AircraftTypes==
It is strange for [[VehicleTypes]] if you specify according to the steps below. The game will provide special effects for [[VehicleTypes]].<br>
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>[LTNK]</b><br>
<b>MinDebris=6</b><br>
<b>MinDebris=6</b><br>
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<b>DebrisTypes=DISK</b><br>
<b>DebrisTypes=DISK</b><br>
<b>DebrisMaximums=10</b><br>
<b>DebrisMaximums=10</b><br>
;;This designation when [LTNK] is destroyed will not leave any debris from the <b>DebrisTypes</b> section.<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>
But if you set it like this:<br>
<b>[LTNK]</b><br>
<b>[LTNK]</b><br>
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==Note==
==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]]
*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.
*[[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

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: 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

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

See Also