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PreImpactAnim

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Revision as of 13:45, 22 May 2015 by Millefeuille (talk | contribs) (Created page with "{{Flag |name={{PAGENAME}} |files={{Categ|Rules(md).ini}} |values=Animation ID |default=none |types={{Categ|Warheads}} |ts=no |fs=no |hp=no |ra2=no |yr=no |ares=yes }} Used on...")
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Flag: PreImpactAnim
File(s): Rules(md).ini
Values: Animation ID
Default: none
Applicable to: Warheads


Used on a warhead to define an animation that should be played before the warhead's actual "detonation". The animation will play when the projectile detonates, and once it has finished playing, the warhead will deal damage and play the animation derived from its' AnimList. The effect of this feature is present and observable in the unmodified RA2/YR engine, but is hardcoded to the NUKE warhead. When impacting, the warhead will play the 'NUKEBALL' animation and only deal damage (and play the NUKE animation) after NUKEBALL has finished.

Notes

  • When using Splits, PreImpactAnim can be used to delay the spawning of the AirburstWeapon attached to the weapon's projectile. When firing a weapon with a warhead that has a PreImpactAnim and a projectile that has Splits, the AirburstWeapon will not be fired until the moment the warhead's actual detonation, which means it will be delayed by the duration of the PreImpactAnim.
    • This may function with Airburst and Shrapnel too, but further testing is needed.