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{{Flag
{{Flag
|name=MaxDebris
|name={{PAGENAME}}
|files={{Categ|Rules(md).ini}}
|files={{Categ|Rules(md).ini}}
|values=integer
|values=integer
|special=None
|default=0
|default=0
|types={{Categ|Warhead|Warheads}}, {{Categ|VehicleTypes}}
|types={{Categ|Warhead|Warheads}}, {{Categ|InfantryTypes}}, {{Categ|VehicleTypes}}, {{Categ|AircraftTypes}}, {{Categ|BuildingTypes}}
|games=[[RA2]], [[YR]]
|ts=yes
|fs=yes
|ets=yes
|ra2=yes
|yr=yes
|rp=yes
}}
}}
== On a VehicleType ==
== 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).
When this VehicleType is destroyed, it will spawn a random number of debris from <tt>[[ExplosiveVoxelDebris]]=</tt> ([<tt>[[General]]</tt>]) list. The random number is picked from the interval [ MinDebris; MaxDebris ] (inclusive).


== On a Warhead ==
== On a Warhead ==
'''Note:''' This section is for YR only.


'''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>


When this warhead detonates, it will spawn a random number of debris from <tt>[[MetallicDebris]]=</tt> ([<tt>[[General]]</tt>]) list at the impact point. The random number is picked from the interval [ MinDebris; MaxDebris ] (inclusive).
== See Also ==
*[[MinDebris]]
*[[DebrisTypes]]
*[[DebrisMaximums]]

Latest revision as of 06:06, 9 October 2024

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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)

See Also