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IvanIconFlickerRate: Difference between revisions
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Nighthawk200 (talk | contribs) m Template updated |
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|files={{Categ|Rules(md).ini}} | |files={{Categ|Rules(md).ini}} | ||
|values=unsigned integers | |values=unsigned integers | ||
|default=8 ? | |default=8 ? | ||
|types={{Categ|CombatDamage}} | |types={{Categ|CombatDamage}} | ||
| | |ra2=yes | ||
|yr=yes | |||
|rp=yes | |||
}} | }} | ||
Latest revision as of 16:55, 10 March 2007
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.