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Updated with DCoder's info. Technically not obsolete any more.
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{{Flag
{{Flag
|name=Sparky
|name={{PAGENAME}}
|files={{Categ|Rules(md).ini}}
|files={{Categ|Rules(md).ini}}
|values=boolean (yes/no or true/false)
|values={{Values|boolean}}
|default=no
|default=no
|types={{Categ|Warhead|Warheads}}
|types={{Categ|Warheads}}
|ts=yes
|ts=yes
|fs=yes
|fs=yes
|ets=yes
|ra2=yes
|ra2=yes
|yr=yes
|yr=yes
|rp=yes
}}
}}


If set, the warhead will create residual flames after exploding. The flame animations are the ones listed in <tt>[[TreeFire]]=</tt> and <tt>[[OnFire]]=</tt> (from [<tt>[[AudioVisual]]</tt>]).
When enabled, the warhead will create residual flames after exploding.


This flag causes [[Internal Error]]s when the warhead is supposed to detonate in RA2/YR. It has been suggested that adding FIRE3 to the [<tt>[[Animations]]</tt>] array solves it, but that remains uncomfirmed. Adding the [[OnFire]] list back into YR, with usable animations, can solve this problem.
If any warhead has {{f|Sparky|yes}}, ensure that both {{f|OnFire|link}} and {{f|TreeFire|link}} have enough animations defined. If you fail to do this, random [[Internal Error]]s will occur.
 
== Against Buildings ==
 
When a building is damaged into yellow or red health by a {{f|Sparky|yes}} warhead, then it will randomly spawn animations from the {{f|OnFire}} list. The animations are attached to the building.
 
For each cell of the building's foundation, a random number from {{tt|0}} to {{tt|Foundation Width + Foundation Height + 5}} is picked. Depending on this number, an animation is created in the cell. This means that the probability for each cell gets smaller the bigger the building is, and that small buildings will not create some types of animation.
 
* {{tt|1}} to {{tt|5}} create the first item in the {{f|OnFire}} list.
* {{tt|6}} to {{tt|8}} create the second item in the {{f|OnFire}} list.
* {{tt|9}} creates the third item in the {{f|OnFire}} list.
* Any other number creates no animation.
 
== Against Terrain Objects (Starting Forest Fires) ==
 
{{f|Sparky|yes}} warheads are part of the forest fire logic and can ignite trees.
 
Any {{f|Armor|wood}} and {{f|SpawnsTiberium|no}} terrain object hit by a {{f|Sparky|yes}} warhead with positive damage can be ignited. Either the first or the second item from the {{f|TreeFire}} list is spawned randomly and attached to the terrain object. When the animation finishes playing and no other animations are attached to the burning terrain object, it extinguishes.
 
While the tree is burning, it can ignite trees nearby and create a forest fire. See {{f|TreeFlammability|link}}.
 
== See also ==
* [[OnFire]]
* [[TreeFire]]
* [[TreeFlammability]]

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: Sparky
File(s): Rules(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: no
Applicable to: Warheads


When enabled, the warhead will create residual flames after exploding.

If any warhead has Sparky=yes, ensure that both OnFire and TreeFire have enough animations defined. If you fail to do this, random Internal Errors will occur.

Against Buildings

When a building is damaged into yellow or red health by a Sparky=yes warhead, then it will randomly spawn animations from the OnFire list. The animations are attached to the building.

For each cell of the building's foundation, a random number from 0 to Foundation Width + Foundation Height + 5 is picked. Depending on this number, an animation is created in the cell. This means that the probability for each cell gets smaller the bigger the building is, and that small buildings will not create some types of animation.

  • 1 to 5 create the first item in the OnFire list.
  • 6 to 8 create the second item in the OnFire list.
  • 9 creates the third item in the OnFire list.
  • Any other number creates no animation.

Against Terrain Objects (Starting Forest Fires)

Sparky=yes warheads are part of the forest fire logic and can ignite trees.

Any Armor=wood and SpawnsTiberium=no terrain object hit by a Sparky=yes warhead with positive damage can be ignited. Either the first or the second item from the TreeFire list is spawned randomly and attached to the terrain object. When the animation finishes playing and no other animations are attached to the burning terrain object, it extinguishes.

While the tree is burning, it can ignite trees nearby and create a forest fire. See TreeFlammability.

See also