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Crushing System: Difference between revisions
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EvilRenegade (talk | contribs) m Replacing Template:TTL with Template:F. |
EvilRenegade (talk | contribs) m Replacing Template:NeedTesting with Template:NeedsTesting. |
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:{{f|TiltsWhenCrushes|link}} on object A | :{{f|TiltsWhenCrushes|link}} on object A | ||
{{ | {{NeedsTesting}} | ||
;In YR, if object B is a VehicleType, then an explosion will be triggered by object B's death | ;In YR, if object B is a VehicleType, then an explosion will be triggered by object B's death | ||
:firing an unknown amount of damage and using an unknown warhead. | :firing an unknown amount of damage and using an unknown warhead. | ||
[[Category: Systems]] | [[Category: Systems]] |
Latest revision as of 09:55, 27 November 2009
This article describes how the crushing system works.
- Whether object A can crush object B is determined by
- several flags, detailed here
- The sound to be played afterwards is determined by
- CrushSound on object B
- Whether object A should change its appearance while crushing is determined by
- TiltsWhenCrushes on object A
- In YR, if object B is a VehicleType, then an explosion will be triggered by object B's death
- firing an unknown amount of damage and using an unknown warhead.