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Difference between revisions of "IsVeinholeMonster"

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** Randomly plays a short idle animation from frame 0 to 6, then cuts back to 0
 
** Randomly plays a short idle animation from frame 0 to 6, then cuts back to 0
 
** When attacked, plays a short animation from frame 7 to 10, spawns a [[particle]] of the {{tt|GasCloudM1}} type, reverses the animation, and cuts back to frame 0. This is repeated 2-3 times after every attack.
 
** When attacked, plays a short animation from frame 7 to 10, spawns a [[particle]] of the {{tt|GasCloudM1}} type, reverses the animation, and cuts back to frame 0. This is repeated 2-3 times after every attack.
** Note that the 12th and last frame in the original [[SHP]] is in fact unused.
+
** Frame 11 is played when the Veinhole is killed, at the end of the final attack sequence.
  
 
Interestingly, the {{f|Strength|link}}, {{f|Armor|link}} and actual growth/shrinking mechanic of veins is determined in a separate [[TerrainTypes|terrain type]] that has {{f|IsVeinhole|true|link}}.
 
Interestingly, the {{f|Strength|link}}, {{f|Armor|link}} and actual growth/shrinking mechanic of veins is determined in a separate [[TerrainTypes|terrain type]] that has {{f|IsVeinhole|true|link}}.

Latest revision as of 10:56, 1 May 2022

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: IsVeinholeMonster
File(s): Rules(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: no
Applicable to: OverlayTypes

Cc cnrdelete-all.pngLogic related to IsVeinholeMonster, as a whole or in part, is obsolete in Red Alert 2 and/or Yuri's Revenge.



Defines whether or not this overlay is a veinhole monster. Veinhole monsters are a special type of overlay that carry several hardcoded features, including, but not limited to:

  • Treated as a passive enemy; can be targeted and destroyed.
    • Certain weapons such as sonic weapons cannot harm the veinhole monster
  • Enables any attached veins to grow as specified by [General]VeinholeGrowthRate=.
  • If this veinhole is killed, any attached veins start to wither away, provided that the [General]VeinholeShrinkRate= is lower (faster) than the growth rate.
  • Ignores the Image flag, if specified.
  • Uses a hardcoded animation sequence:
    • Alternates between frames 0 and 3 as rest/idle states
    • Randomly plays a short idle animation from frame 0 to 6, then cuts back to 0
    • When attacked, plays a short animation from frame 7 to 10, spawns a particle of the GasCloudM1 type, reverses the animation, and cuts back to frame 0. This is repeated 2-3 times after every attack.
    • Frame 11 is played when the Veinhole is killed, at the end of the final attack sequence.
Interestingly, the Strength, Armor and actual growth/shrinking mechanic of veins is determined in a separate terrain type that has IsVeinhole=true.