ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.

Damage: Difference between revisions

From ModEnc
Jump to navigation Jump to search
Crimsonum (talk | contribs)
Added info about animation damage
Crimsonum (talk | contribs)
More details
Line 26: Line 26:
== Animations ==
== 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.
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, worth of 1 hitpoint, is dealt only when this counter reaches an integer. If the counter is a decimal number when the animation ends, 1 hitpoint of damage is dealt regardless.


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}}.
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}}.

Revision as of 10:01, 5 May 2022

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: 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, worth of 1 hitpoint, is dealt only when this counter reaches an integer. If the counter is a decimal number when the animation ends, 1 hitpoint of damage is dealt regardless.

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.