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MaxDebris: Difference between revisions
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{{ | {{Flag | ||
|name={{PAGENAME}} | |||
|files={{Categ|Rules(md).ini}} | |||
|values=integer | |||
|default=0 | |||
|types={{Categ|Warhead|Warheads}}, {{Categ|InfantryTypes}}, {{Categ|VehicleTypes}}, {{Categ|AircraftTypes}}, {{Categ|BuildingTypes}} | |||
|ts=yes | |||
|fs=yes | |||
|ets=yes | |||
|ra2=yes | |||
|yr=yes | |||
|rp=yes | |||
}} | |||
== On a VehicleType == | |||
When this VehicleType is destroyed, it will spawn a random number of debris from the [{{f|General|link}}] {{arr|r}} {{f|ExplosiveVoxelDebris|link}} list , or the {{f|DebrisTypes|link}} list on the unit, if that is set. The random number is picked from the interval [ [[MinDebris]]; [[MaxDebris]] ] (inclusive). | |||
== On a Warhead == | |||
'''Note:''' This section is for YR only. | |||
When this warhead detonates, it will spawn a random number of debris from the [{{f|General|link}}] {{arr|r}} {{f|MetallicDebris|link}} list at the impact point. The random number is picked from the interval [ [[MinDebris]]; [[MaxDebris]] ] (inclusive). | |||
==Note== | |||
*If <b>Max Debris=0</b> but [[MinDebris]] is greater than 0 The amount of debris always uses [[MinDebris]]. ;For example: {{f|MinDebris|10|link}} <b>MaxDebris=0</b> | |||
*'''MaxDebris=1''' There is a 50% chance that debris will form If you want to have a 100% chance of debris You will need to define the following:<br> | |||
'''[TechnoTypes]'''<br> | |||
'''MinDebris=x'''<br> | |||
'''MaxDebris=2'''<br> | |||
'''DebrisTypes=VoxelAnims,VoxelAnims'''<br> | |||
'''DebrisMaximums=1,0'''(1 For [[VoxelAnims]] that you want to actually happen)<br> | |||
== See Also == | |||
*[[MinDebris]] | |||
*[[DebrisTypes]] | |||
*[[DebrisMaximums]] |
Latest revision as of 06:06, 9 October 2024
Flag: | MaxDebris |
File(s): | Rules(md).ini |
Values: | integer |
Default: | 0 |
Applicable to: | Warheads, InfantryTypes, VehicleTypes, AircraftTypes, BuildingTypes |
On a VehicleType
When this VehicleType is destroyed, it will spawn a random number of debris from the [General] → ExplosiveVoxelDebris list , or the DebrisTypes list on the unit, if that is set. The random number is picked from the interval [ MinDebris; MaxDebris ] (inclusive).
On a Warhead
Note: This section is for YR only.
When this warhead detonates, it will spawn a random number of debris from the [General] → MetallicDebris list at the impact point. The random number is picked from the interval [ MinDebris; MaxDebris ] (inclusive).
Note
- If Max Debris=0 but MinDebris is greater than 0 The amount of debris always uses MinDebris. ;For example: MinDebris=10 MaxDebris=0
- MaxDebris=1 There is a 50% chance that debris will form If you want to have a 100% chance of debris You will need to define the following:
[TechnoTypes]
MinDebris=x
MaxDebris=2
DebrisTypes=VoxelAnims,VoxelAnims
DebrisMaximums=1,0(1 For VoxelAnims that you want to actually happen)