Damage: Difference between revisions
mNo edit summary |
Added a note about ExpireAnim |
||
Line 28: | Line 28: | ||
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. | 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}}. The animation must have a valid {{f|ExpireAnim|link}} value, and must not expire prematurely (i.e. due to completing all frames or loops before impact). | ||
=== Example === | === Example === |