Damage: Difference between revisions
added a note that no warhead animations are played when Damage is lesser than 0 |
Added info about animation damage |
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|name={{PAGENAME}} | |name={{PAGENAME}} | ||
|files={{Categ|Rules(md).ini}}, {{Categ|Art(md).ini}} | |files={{Categ|Rules(md).ini}}, {{Categ|Art(md).ini}} | ||
|values={{Values|Integer}} | |values={{Values|Integer}}{{Values|float|[[Animations]]}} | ||
|default=0? | |default=0? | ||
|types={{Categ|Weapon|Weapons}}, {{Categ|Particles}}, {{Categ|VoxelAnims}}, {{Categ|Animations}} | |types={{Categ|Weapon|Weapons}}, {{Categ|Particles}}, {{Categ|VoxelAnims}}, {{Categ|Animations}} | ||
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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}}. | ||
== Animations == | |||
On [[animations]] that ''don't'' have {{f|Bouncer|yes|link}} set, damage is dealt on each frame of the animation using the warhead specified in {{sl|CombatDamage|FlameDamage2}}. Unlike on other objects, {{f|Damage}} can be specified as a decimal number for such animations. If this value is less than 1, the game keeps track of a damage "counter" that increases by the given amount every time the animation frame is updated. Actual damage is dealt only after this counter reaches 1. | |||
Animations that ''do'' have {{f|Bouncer|yes|link}} set deal the specified amount of damage on impact with the ground or an object, in an area specified by {{f|DamageRadius|link}}, using the specified {{f|Warhead|link}}. | |||
== Notes == | == Notes == | ||
*When a weapon has Damage value set to less than 1, no animation from its warhead's {{f|AnimList|link}} will be played. | *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 12:27, 17 March 2022
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.
Floating point values: Any decimal number (clearer range should be added in Template:Values). (Limited to: Animations) |
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.
Animations
On animations that don't have Bouncer=yes set, damage is dealt on each frame of the animation using the warhead specified in [CombatDamage]→FlameDamage2=. Unlike on other objects, Damage can be specified as a decimal number for such animations. If this value is less than 1, the game keeps track of a damage "counter" that increases by the given amount every time the animation frame is updated. Actual damage is dealt only after this counter reaches 1.
Animations that do have Bouncer=yes set deal the specified amount of damage on impact with the ground or an object, in an area specified by DamageRadius, using the specified Warhead.
Notes
- When a weapon has Damage value set to less than 1, no animation from its warhead's AnimList will be played.