ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.

ShakeScreen: Difference between revisions

From ModEnc
Jump to navigation Jump to search
No edit summary
 
Nighthawk200 (talk | contribs)
Updating.
Line 1: Line 1:
{{DeeZireInclusion}}<br />
{{Flag
This is valid and parsed in Red Alert 2 (as it was in Tiberian Sun) although I have yet to see this have any effect in the game. The idea is that you divide the objects Strength= by this value and if the result is greater than 1 then the screen would shake when that object is destroyed. This means bigger objects (i.e. those with high Strength=) would cause the screen to shake when they were destroyed. This is residual from Red Alert where many objects triggered this. Although this may be completely disabled in Red Alert 2, you can replicate the effect since screen shaking is now controlled by the impact of a Warhead= with the relevant parameters attached - thus you could create the effect of a screen shake by giving the relevant object a DeathWeapon= whose Warhead= simply shakes the screen.
|name={{PAGENAME}}
|files={{Categ|ini=rules}}
|types={{Categ|AudioVisual}}
|values={{values|unsigned integers}}
|ts=yes
|fs=yes
|ets=yes
|tsobsolete=yes
}}
==Originally intended effect==
The object's {{TTL|Strength}} is divided by this value, and if the resulting value is greater than 1, the screen would shake upon the object's destruction. In other words, bigger objects cause screen shaking.
 
==Actual effect==
Although this flag is valid and parsed in Red Alert 2 and Tiberian Sun, it no longer has any effect in game, as the routine in the game code that actually shakes the screen has been removed.
 
Please note that setting this value to zero will, despite the lack of any functionality normally in the flag, cause an [[Internal Error]].
 
This effect can now be controlled using the new screen shaking flags which are defined on [[Warheads]].
 
==See also==
*{{TTL|ShakeXlo}}
*{{TTL|ShakeXhi}}
*{{TTL|ShakeYlo}}
*{{TTL|ShakeYhi}}

Revision as of 22:26, 7 March 2009

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: ShakeScreen
File(s): rules(md).ini
Values: Unsigned integers: All non-negative whole numbers from 0 to either 32767, 2147483647 or 4294967295.
Applicable to: AudioVisual

Logic related to ShakeScreen, as a whole or in part, is obsolete in Tiberian Sun, Red Alert 2 and/or Yuri's Revenge.



Originally intended effect

The object's Template:TTL is divided by this value, and if the resulting value is greater than 1, the screen would shake upon the object's destruction. In other words, bigger objects cause screen shaking.

Actual effect

Although this flag is valid and parsed in Red Alert 2 and Tiberian Sun, it no longer has any effect in game, as the routine in the game code that actually shakes the screen has been removed.

Please note that setting this value to zero will, despite the lack of any functionality normally in the flag, cause an Internal Error.

This effect can now be controlled using the new screen shaking flags which are defined on Warheads.

See also