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ConditionYellow: Difference between revisions

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E1 Elite (talk | contribs)
m Add damaged frame info.
Crimsonum (talk | contribs)
Info about hardcoded elements.
 
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* [[Culling]]
* [[Culling]]
* [[DamageDelay]]
* [[DamageDelay]]
* [[BehavesLike#Spark|Spark-type]] [[DamageParticleSystems]]
* [[BehavesLike#Spark|Spark-type]] [[DamageParticleSystems|particle effects]]
* [[SelfHealing]]
* [[SelfHealing]]
* Any of the damaged building animations, like [[ActiveAnimDamaged]]
* Any of the damaged building animations, like [[ActiveAnimDamaged]]
'''Note:''' [[BehavesLike#Smoke|Smoke-type]] [[DamageParticleSystems|particle effects]] and [[BlowupSound|building damage sound]] are hardcoded to play once the object's health drops below 50%.


== See Also ==
== See Also ==
* [[ConditionRed]]
* [[ConditionRed]]

Latest revision as of 09:59, 8 February 2024

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: ConditionYellow
File(s): rules(md).ini
Values: Percentages: Either a direct percentage (e.g. "50%"), or a floating point value (e.g. "0.5").
Default: 50%
Applicable to: General (in RA), AudioVisual (in TS to YR)


When an object is damaged to this percentage of its original Strength value, the color of its health bar turns yellow.

Under condition yellow and red health, a building's damaged frames are shown and in RA2/YR, building on fire animation is also shown. For CanBeOccupied=yes structures, on fire animation is shown on condition red only. For civilian buildings (CanBeOccupied=yes and TechLevel=-1), both damaged frames and on fire animation is shown on condition red only.

In addition, many other features depend on this setting, including, but not limited to:

Note: Smoke-type particle effects and building damage sound are hardcoded to play once the object's health drops below 50%.

See Also