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ChargedAnimTime: Difference between revisions

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{{DeeZireInclusion}}<br />
{{Flag
Should be used on BuildingTypes that have a SuperWeapon (and also a SuperWeapon2 if applicable) and determines the time, in minutes, that remains on each super weapon's RechargeTime= before the structure's SuperAnim= sequences are played. Used as a visual effect to show that the structure is ready to fire its super weapon. Note that this time applies to both super weapons if the structure has two defined.
|files={{Categ|ini=rules}}
|values=Integers
|default=0
|types={{Categ|BuildingTypes}}
|yr=yes
|ra2=yes
}}
Used on [[BuildingTypes]] that have {{TTL|SuperWeapon}}, or {{TTL|SuperWeapon2}}, defined and determines the time in which a superweapon's charge timer should trigger the structure's SuperAnim sequences. Purely used as a visual effect to show a superweapon structure's state of readiness.
 
==Note==
Should the structure house multiple superweapons, ChargedAnimTime applies to each one and does not work independently of each other.

Revision as of 06:39, 20 August 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: ChargedAnimTime
File(s): rules(md).ini
Values: Integers
Default: 0
Applicable to: BuildingTypes


Used on BuildingTypes that have Template:TTL, or Template:TTL, defined and determines the time in which a superweapon's charge timer should trigger the structure's SuperAnim sequences. Purely used as a visual effect to show a superweapon structure's state of readiness.

Note

Should the structure house multiple superweapons, ChargedAnimTime applies to each one and does not work independently of each other.