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Damage: Difference between revisions
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EvilRenegade (talk | contribs) m Replacing Template:TTL with Template:F. |
added a note that no warhead animations are played when Damage is lesser than 0 |
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On weapons whose warheads have {{f|IsLocomotor|yes|link}}, this specifies the maximum {{f|Size|link}} of the target that this weapon is allowed to affect. Meaning, if such a weapon has {{f|Damage|5|link}}, it won't be able to affect [[AircraftTypes]] and [[VehicleTypes]] which have {{f|Size|link}} exceeding {{Tt|5}}. | On weapons whose warheads have {{f|IsLocomotor|yes|link}}, this specifies the maximum {{f|Size|link}} of the target that this weapon is allowed to affect. Meaning, if such a weapon has {{f|Damage|5|link}}, it won't be able to affect [[AircraftTypes]] and [[VehicleTypes]] which have {{f|Size|link}} exceeding {{Tt|5}}. | ||
== Notes == | |||
*When a weapon has Damage value set to less than 1, no animation from its warhead's {{f|AnimList|link}} will be played. |
Revision as of 22:34, 13 April 2013
Flag: | Damage |
File(s): | Rules(md).ini, Art(md).ini |
Values: | Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767. |
Default: | 0? |
Applicable to: | Weapons, Particles, VoxelAnims, Animations |
In all cases, this flag specifies how many 'damage points' this weapon/animation/debris/particle delivers. The Verses and other warhead flags can alter this number before it is applied to the affected object(s).
(In RA1, this is only applicable to weapons, since the other applicable objects exist only in TS and later.)
IsLocomotor
On weapons whose warheads have IsLocomotor=yes, this specifies the maximum Size of the target that this weapon is allowed to affect. Meaning, if such a weapon has Damage=5, it won't be able to affect AircraftTypes and VehicleTypes which have Size exceeding 5.
Notes
- When a weapon has Damage value set to less than 1, no animation from its warhead's AnimList will be played.