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{{DeeZireInclusion}}<br />
{{Flag
This lists the animations to display as flames when something catches fire, and is listed in order of decreasing size. There must be 3 in this list for the logic to work. NOTE: although this is parsed and is valid in Red Alert 2 the 'forest fires' logic is partly disabled thus these do not display. The animations must be from the [Animations] list and be defined in ART.INI.
|name={{PAGENAME}}
|files={{Categ|rules(md).ini}}
|types={{Categ|AudioVisual}}
|values={{Values|stringlist|[[Animations]]}}
|ts=yes
|fs=yes
|ra2=yes
|yr=yes
}}
 
Defines three animations used for creating residual flames on buildings shot at using a {{f|Sparky|yes|link}} warhead. Only the first three animations are used.
 
If at least one {{f|Sparky|yes|link}} warhead exists, this list must define three valid animations.
 
== See also ==
* [[Sparky]]

Latest revision as of 02:37, 21 July 2014

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: OnFire
File(s): rules(md).ini
Values: Comma-separated list of strings. (Limited to: Animations)
Applicable to: AudioVisual


Defines three animations used for creating residual flames on buildings shot at using a Sparky=yes warhead. Only the first three animations are used.

If at least one Sparky=yes warhead exists, this list must define three valid animations.

See also