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m The way the flag template is set up, you have to manually insert the extra template code for values. |
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Setting this to 'yes' tells the game to use debris behaviour and additionally meteor logic (falls from sky) for this animation and enables use of flags controlling said behaviour on this animation. | Setting this to 'yes' tells the game to use debris behaviour and additionally meteor logic (falls from sky) for this animation and enables use of flags controlling said behaviour on this animation.<br><b>IsMeteor=yes</b> causes {{f|TurretAnim|turret SHP|link}} and [[TurretAnimDamaged]] to be ignored. | ||
===See also=== | ===See also=== |
Revision as of 12:26, 17 September 2024
On Animation Debris
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Flag: | IsMeteor |
File(s): | Art(md).ini |
Values: | Boolean values: yes or no, true or false, 1 or 0 |
Default: | no |
Applicable to: | Animations |
Setting this to 'yes' tells the game to use debris behaviour and additionally meteor logic (falls from sky) for this animation and enables use of flags controlling said behaviour on this animation.
IsMeteor=yes causes TurretAnim=turret SHP and TurretAnimDamaged to be ignored.
See also
On Voxel Debris
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Flag: | IsMeteor |
File(s): | Rules(md).ini |
Values: | Boolean values: yes or no, true or false, 1 or 0 |
Default: | no |
Applicable to: | VoxelAnims |
Setting this to 'yes' tells the game that this voxel debris animation spawns tiberium/ore on impact. The type of tiberium/ore spawned is hardcoded to Vinifera.