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IvanIconFlickerRate: Difference between revisions

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{{DeeZireInclusion}}<br />
{{Flag
This specifies the number of frames between which the icon goes back and forth within one of the six 2-frame animations of BOMBCURS.SHP (although that makes 12 frames, the 13th frame is the 'skull' version indicating detonation).
|name=IvanIconFlickerRate
|files={{Categ|Rules(md).ini}}
|values=unsigned integers
|default=8 ?
|types={{Categ|CombatDamage}}
|ra2=yes
|yr=yes
|rp=yes
}}
 
The game contains the "ticking down" animation <tt>bombcurs.shp</tt> , which is used in the following way:
 
*When the bomb is placed, the first 12 frames of the animation are split into 6 2-frame subanimations.
*The first subanimation starts to play.
*Every <tt>IvanBombFlickerRate</tt> frames, the subanim flips to the other frame of the same anim.
*1/6th of the <tt>[[IvanTimedDelay]]</tt> later, the second subanim starts to play.
*Every <tt>IvanBombFlickerRate</tt> frames, the subanim flips to the other frame of the same anim.
*Again, 1/6th of the <tt>[[IvanTimedDelay]]</tt> later, the third subanim starts to play.
*...
*Continue until the entire delay is passed, and the bomb detonates.

Latest revision as of 16:55, 10 March 2007

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: IvanIconFlickerRate
File(s): Rules(md).ini
Values: unsigned integers
Default: 8 ?
Applicable to: CombatDamage


The game contains the "ticking down" animation bombcurs.shp , which is used in the following way:

  • When the bomb is placed, the first 12 frames of the animation are split into 6 2-frame subanimations.
  • The first subanimation starts to play.
  • Every IvanBombFlickerRate frames, the subanim flips to the other frame of the same anim.
  • 1/6th of the IvanTimedDelay later, the second subanim starts to play.
  • Every IvanBombFlickerRate frames, the subanim flips to the other frame of the same anim.
  • Again, 1/6th of the IvanTimedDelay later, the third subanim starts to play.
  • ...
  • Continue until the entire delay is passed, and the bomb detonates.