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Difference between revisions of "IvanIconFlickerRate"

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(Rewrite)
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{{DeeZireInclusion}}<br />
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{{Flag
This specifies the number of frames between which the icon goes back and forth within one of the six 2-frame animations of BOMBCURS.SHP (although that makes 12 frames, the 13th frame is the 'skull' version indicating detonation).
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|name=IvanIconFlickerRate
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|files={{Categ|Rules(md).ini}}
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|values=unsigned integers
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|special=None
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|default=8 ?
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|types={{Categ|CombatDamage}}
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|games=[[RA2]], [[YR]]
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}}
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The game contains the "ticking down" animation <tt>bombcurs.shp</tt> , which is used in the following way:
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*When the bomb is placed, the first 12 frames of the animation are split into 6 2-frame subanimations.
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*The first subanimation starts to play.
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*Every <tt>IvanBombFlickerRate</tt> frames, the subanim flips to the other frame of the same anim.
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*1/6th of the <tt>[[IvanTimedDelay]]</tt> later, the second subanim starts to play.
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*Every <tt>IvanBombFlickerRate</tt> frames, the subanim flips to the other frame of the same anim.
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*Again, 1/6th of the <tt>[[IvanTimedDelay]]</tt> later, the third subanim starts to play.
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*...
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*Continue until the entire delay is passed, and the bomb detonates.

Revision as of 14:49, 7 May 2006

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: IvanIconFlickerRate
File(s): Rules(md).ini
Values: unsigned integers
Special Values: None
Default: 8 ?
Applicable to: CombatDamage


The game contains the "ticking down" animation bombcurs.shp , which is used in the following way:

  • When the bomb is placed, the first 12 frames of the animation are split into 6 2-frame subanimations.
  • The first subanimation starts to play.
  • Every IvanBombFlickerRate frames, the subanim flips to the other frame of the same anim.
  • 1/6th of the IvanTimedDelay later, the second subanim starts to play.
  • Every IvanBombFlickerRate frames, the subanim flips to the other frame of the same anim.
  • Again, 1/6th of the IvanTimedDelay later, the third subanim starts to play.
  • ...
  • Continue until the entire delay is passed, and the bomb detonates.