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{{DeeZireInclusion}}<br />
{{Flag
Can be set to 'yes' or 'no' and specifies whether or not this overlay is classed as a Veinhole Monster (as in Tiberian Sun) meaning that it can be targeted and fired at. NOTE: this tag does not indicate that this produces Veins, as that is determined by the IsVeinhole=true tag on a TerrainType.
|name={{PAGENAME}}
|files={{Categ|Rules(md).ini}}
|values={{values|boolean}}
|default=no
|types={{Categ|OverlayTypes}}
|ts=yes
|fs=yes
|hp=yes
|ra2=yes
|yr=yes
|ares=yes
|ra2obsolete=yes
}}
 
Defines whether or not this overlay is a veinhole monster. Veinhole monsters are a special type of overlay that carry several hardcoded features, including, but not limited to:
* Treated as a passive enemy; can be targeted and destroyed.
** Certain weapons such as [[IsSonic|sonic weapons]] cannot harm the veinhole monster
* Enables any attached [[IsVeins|veins]] to grow as specified by {{sl|General|VeinholeGrowthRate}}.
* If this veinhole is killed, any attached veins start to wither away, provided that the {{sl|General|VeinholeShrinkRate}} is ''lower'' (faster) than the growth rate.
* Ignores the {{f|Image|link}} flag, if specified.
* Uses a hardcoded animation sequence:
** Frame 0 is the standard idle state
** 'Breathes' when idle: at random intervals, plays a short idle animation from frame 0 to 6, then cuts back to 0
** [[File:Veinhole_mouth.gif|thumb|Demonstrating the veinhole "mouth" open/close behavior.]]Opens its 'mouth' when a unit comes close: when an [[InfantryTypes|infantry]] or [[VehicleTypes|vehicle]] enters any of the cells adjacent to the veinhole, it plays an animation from frame 0 to 3, then remains at that frame. This also happens if a [[BuildingTypes|building]] is placed next to the veinhole. As long as the veinhole is in this state, the 'breathing' logic is halted. Once the unit(s) move away, the veinhole reverts to its normal idle frame, and resumes 'breathing'.
** When attacked, plays a short animation from frame 7 to 10, spawns a [[particle]] of the {{tt|GasCloudM1}} type, reverses the animation, and cuts back to frame 0. This is repeated 2-3 times after every attack.
** Frame 11 is played when the Veinhole is killed, at the end of the final attack sequence.
 
Interestingly, the {{f|Strength|link}}, {{f|Armor|link}} and actual growth/shrinking mechanic of veins is determined in a separate [[TerrainTypes|terrain type]] that has {{f|IsVeinhole|true|link}}.

Latest revision as of 09:12, 30 June 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: IsVeinholeMonster
File(s): Rules(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: no
Applicable to: OverlayTypes

Logic related to IsVeinholeMonster, as a whole or in part, is obsolete in Red Alert 2 and/or Yuri's Revenge.



Defines whether or not this overlay is a veinhole monster. Veinhole monsters are a special type of overlay that carry several hardcoded features, including, but not limited to:

  • Treated as a passive enemy; can be targeted and destroyed.
    • Certain weapons such as sonic weapons cannot harm the veinhole monster
  • Enables any attached veins to grow as specified by [General]VeinholeGrowthRate=.
  • If this veinhole is killed, any attached veins start to wither away, provided that the [General]VeinholeShrinkRate= is lower (faster) than the growth rate.
  • Ignores the Image flag, if specified.
  • Uses a hardcoded animation sequence:
    • Frame 0 is the standard idle state
    • 'Breathes' when idle: at random intervals, plays a short idle animation from frame 0 to 6, then cuts back to 0
    • Demonstrating the veinhole "mouth" open/close behavior.
      Opens its 'mouth' when a unit comes close: when an infantry or vehicle enters any of the cells adjacent to the veinhole, it plays an animation from frame 0 to 3, then remains at that frame. This also happens if a building is placed next to the veinhole. As long as the veinhole is in this state, the 'breathing' logic is halted. Once the unit(s) move away, the veinhole reverts to its normal idle frame, and resumes 'breathing'.
    • When attacked, plays a short animation from frame 7 to 10, spawns a particle of the GasCloudM1 type, reverses the animation, and cuts back to frame 0. This is repeated 2-3 times after every attack.
    • Frame 11 is played when the Veinhole is killed, at the end of the final attack sequence.

Interestingly, the Strength, Armor and actual growth/shrinking mechanic of veins is determined in a separate terrain type that has IsVeinhole=true.