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Difference between revisions of "ChargedAnimTime"

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{{DeeZireInclusion}}<br />
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{{Flag
Should be used on BuildingTypes that have a SuperWeapon (and also a SuperWeapon2 if applicable) and determines the time, in minutes, that remains on each super weapon's RechargeTime= before the structure's SuperAnim= sequences are played. Used as a visual effect to show that the structure is ready to fire its super weapon. Note that this time applies to both super weapons if the structure has two defined.
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|files={{Categ|ini=rules}}
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|values=Integers
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|default=0
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|types={{Categ|BuildingTypes}}
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|yr=yes
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|ra2=yes
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}}
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Used on [[BuildingTypes]] that have {{f|SuperWeapon|link}}, or {{f|SuperWeapon2|link}}, defined and determines the time in which a superweapon's charge timer should trigger the structure's SuperAnim sequences. Purely used as a visual effect to show a superweapon structure's state of readiness.
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==Note==
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Should the structure house multiple superweapons, ChargedAnimTime does not work independently of each and will trigger the structure's SuperAnim when either one reaches the specified time.

Latest revision as of 09:45, 27 November 2009

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: ChargedAnimTime
File(s): rules(md).ini
Values: Integers
Default: 0
Applicable to: BuildingTypes


Used on BuildingTypes that have SuperWeapon, or SuperWeapon2, defined and determines the time in which a superweapon's charge timer should trigger the structure's SuperAnim sequences. Purely used as a visual effect to show a superweapon structure's state of readiness.

Note

Should the structure house multiple superweapons, ChargedAnimTime does not work independently of each and will trigger the structure's SuperAnim when either one reaches the specified time.