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IonBlast: Difference between revisions

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Nighthawk200 (talk | contribs)
Confirmed Genetic Converter link to IonBlast
{{arr|r}}ModEnc:Styleguide, If it's the Ion Cannon Blast Anim, it's quite logical it is played as the blast wave when an Ion Cannon Strike is initiated by map -_-
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|default=null
|types={{Categ|General}}
|types={{Categ|General}}
|games=[[TS]]
|games=[[TS]], [[FS]], [[RA2]], [[YR]]
}}
}}
 
Specifies the animation played when a Super Weapon with {{TTL|Type|IonCannon}} hits the ground (and/or its target). Both this animation and the one set under {{TTL|IonBeam}} are played at the same time.<br>
Specifies the second animation played when a Super Weapon with {{TTL|Type|{{Categ|IonCannon}}}} is activated. Both this animation and <tt>[[IonBeam]]</tt> animation are played at the same time.
In {{yr}}, a Super Weapon with {{TTL|Type|GeneticConverter}} also uses this animation as the "blast wave".
<i>Now confirmed:</i>In YR, a Super Weapon with {{TTL|Type|{{Categ|GeneticConverter}}}} also uses this animation as the 'blast wave'. <br>Also, this anim is used whenever the 'Ion Cannon Strike' map action is used, in this case it is used as the blast wave. ~ [[User:Nighthawk200|Nighthawk200]] 20:16, 8 September 2006 (CEST)

Revision as of 11:42, 9 September 2006

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: IonBlast
File(s): Rules(md).ini
Values: Strings (Names of Animations)
Special Values: None
Default: null
Applicable to: General


Specifies the animation played when a Super Weapon with Template:TTL hits the ground (and/or its target). Both this animation and the one set under Template:TTL are played at the same time.
In Yuri's Revenge, a Super Weapon with Template:TTL also uses this animation as the "blast wave".