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DebrisTypes

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Revision as of 09:28, 9 October 2024 by Testid123 (talk | contribs)
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Flag: DebrisTypes
File(s): Rules(md).ini
Values: comma-separated list of strings (names of VoxelAnims)
Default: null
Applicable to: Warheads(YR Only), InfantryTypes, VehicleTypes, AircraftTypes, BuildingTypes


Specifies which VoxelAnims can be spawned as debris after this TechnoTypes is destroyed. If it is left blank, debris from [General] → ExplosiveVoxelDebris list is used instead.

For VehicleTypes and AircraftTypes

It is strange for VehicleTypes and AircraftTypes if you specify according to the steps below. The game will provide special effects for VehicleTypes and AircraftTypes.
[LTNK]
MinDebris=6
MaxDebris=6
DebrisTypes=DISK
DebrisMaximums=10

This designation when [LTNK] is destroyed will not leave any debris from the DebrisTypes section (But if [DISK] has Image=LTNK the above method will produce the same result as the method below).

But if you set it like this:
[LTNK]
MinDebris=6
MaxDebris=6
DebrisTypes=LTNK
DebrisMaximums=10

Debris from theDebrisTypesare output as specified.

I don't know why this is.

Note

If you want the game to show other parts besides VehicleTypes itself, use these tags instead
ShareBodyData=yes
ShareSource=VehicleTypes
VoxelIndex=0
Make the game show only the part of VehicleTypes (the game already shows it by default So this tag is not required).

ShareTurretData=yes
ShareSource=VehicleTypes
VoxelIndex=0
Make the game only show turrets of VehicleTypes

ShareBarrelData=yes
ShareSource=VehicleTypes
VoxelIndex=0
Make the game only show barrels of VehicleTypes
ShareBodyData,ShareTurretData,ShareBarrelData You can only use one tag.

Bugs/Side-Effects/Unexpected Limitations

See Also