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{{DeeZireInclusion}}<br />
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{{WrongTitle|[{{PAGENAME}}]}}
This section comprises of a list, numbered starting at '1', of all the available 'voxel' animations in the game. This list is used by the relevant Action= from within map files to display a voxel animation at a specified Waypoint= (see the Map Editing Guide). Each entry in this list should also have a corresponding section defined in the RULES.INI file.<br />
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<br />
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This section of [[Rules|rules(md).ini]] is a list of all available "Voxel Animations" in the game. What's not listed doesn't get parsed and therefore doesn't exist.
Voxel animations are meant to be flying debris types which are spawned upon the destruction of an object - things like turrets, tires and axles make good debris animations. Surprisingly, this effect is used comparatively little in Red Alert 2 (it was the same case with Tiberian Sun), presumably to keep the game running at a good pace, although some of the complex calculations required to make some of the following tags work have been known to cause Internal Errors - for this reason, you should use caution when editing these or creating new ones. The following tags are valid when defining a voxel animation with its own section;-
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== Applicable INI Flags ==
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{{Applicable INI Flags}}
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{{:AbstractTypes}}
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{{:ObjectTypes}}
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<onlyinclude>
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{{Applicable INI Flags Header|VoxelAnims}}
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|-
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| {{Ini|Rules}} || Object's ID || {{f|Normalized|link}}  || boolean || 0 ||
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|-
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| {{Ini|Rules}} || Object's ID || {{f|Translucent|link}}  || boolean || 0 ||
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|-
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| {{Ini|Rules}} || Object's ID || {{f|IsTiberium|link}}  || boolean || 0 ||
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|-
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| {{Ini|Rules}} || Object's ID || {{f|IsMeteor|link}}  || boolean || 0 ||
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|-
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| {{Ini|Rules}} || Object's ID || {{f|Elasticity|link}}  || float || 0.8 ||
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|-
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| {{Ini|Rules}} || Object's ID || {{f|MinAngularVelocity|link}}  || float || 0.0 ||
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|-
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| {{Ini|Rules}} || Object's ID || {{f|MaxAngularVelocity|link}}  || float || 0.174528 ||
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|-
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| {{Ini|Rules}} || Object's ID || {{f|Duration|link}}  || int || 30 ||
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|-
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| {{Ini|Rules}} || Object's ID || {{f|MinZVel|link}}  || float || 3.5 ||
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|-
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| {{Ini|Rules}} || Object's ID || {{f|MaxZVel|link}}  || float || 5.0 ||
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|-
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| {{Ini|Rules}} || Object's ID || {{f|MaxXYVel|link}}  || float || 15 ||
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|-
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| {{Ini|Rules}} || Object's ID || {{f|Spawns|link}}  || VoxelAnimation * || 0 ||
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|-
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| {{Ini|Rules}} || Object's ID || {{f|SpawnCount|link}}  || int || 0 ||
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|-
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| {{Ini|Rules}} || Object's ID || {{f|ShareBodyData|link}}  || boolean || 0 ||
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|-
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| {{Ini|Rules}} || Object's ID || {{f|ShareTurretData|link}}  || boolean || 0 ||
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|-
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| {{Ini|Rules}} || Object's ID || {{f|ShareBarrelData|link}}  || boolean || 0 ||
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|-
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| {{Ini|Rules}} || Object's ID || {{f|VoxelIndex|link}}  || int || 0 ||
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|-
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| {{Ini|Rules}} || Object's ID || {{f|StartSound|link}}  || Sound || "" ||
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|-
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| {{Ini|Rules}} || Object's ID || {{f|StopSound|link}}  || Sound || "" ||
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|-
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| {{Ini|Rules}} || Object's ID || {{f|BounceAnim|link}}  || Animation * || 0 || +
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|-
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| {{Ini|Rules}} || Object's ID || {{f|ExpireAnim|link}}  || Animation * || 0 || +
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|-
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| {{Ini|Rules}} || Object's ID || {{f|TrailerAnim|link}}  || Animation * || 0 || +
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|-
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| {{Ini|Rules}} || Object's ID || {{f|Damage|link}}  || int || 0 ||
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|-
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| {{Ini|Rules}} || Object's ID || {{f|DamageRadius|link}}  || int || 0 ||
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|-
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| {{Ini|Rules}} || Object's ID || {{f|Warhead|link}}  || WarheadType * || 0 || +
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|-
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| {{Ini|Rules}} || Object's ID || {{f|AttachedSystem|link}}  || ParticleSystem * || 0 || +
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|-
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| {{Ini|Rules}} || Object's ID || {{f|ShareSource|link}}  || TechnoType ID || "" ||
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|}
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</onlyinclude>
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[[Category:Rules(md).ini Sections]]
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<!-- [[Category:General Editing Information]] -->

Latest revision as of 10:52, 27 November 2009

This page should correctly be named "[VoxelAnims]"; it is wrong due to technical restrictions.


This section of rules(md).ini is a list of all available "Voxel Animations" in the game. What's not listed doesn't get parsed and therefore doesn't exist.

Applicable INI Flags

These tables show all INI flags applicable1 to VoxelAnims. The flags are grouped by the internal classes the flags are inherited from, and then listed in the order they are read in by the game. You can re-sort the rows by column values by clicking the arrow icons in the column headings. Each flag can be clicked to visit its page for detailed information.

Please note that this section is accurate only for Yuri's Revenge. All other C&C games use different sets of flags.

1 "Applicable" in this context means "read from the INI files". Certain flags listed here don't have any effect ingame , but they are read and in certain cases cause a crash if not present. Again, refer to each flag's individual page for detailed information.

AbstractTypes
INI File Section Key Value Type Default Value Adds to list
Rules(md).ini Object's ID Name string(48 symbols) ID
Rules(md).ini Object's ID UIName string(31 symbol) ""


ObjectTypes
INI File Section Key Value Type Default Value Adds to list
Rules(md).ini Object's ID Image string (31 symbol) Object's ID
Rules(md).ini Object's ID AlphaImage string (31 symbol) ""
Rules(md).ini Object's ID CrushSound Sound (128 symbols) ""
Rules(md).ini Object's ID AmbientSound Sound (128 symbols) ""
Rules(md).ini Object's ID Crushable boolean 0
Rules(md).ini Object's ID Bombable boolean 1
Rules(md).ini Object's ID NoSpawnAlt boolean 0
Rules(md).ini Object's ID AlternateArcticArt boolean 0
Rules(md).ini Object's ID RadarInvisible boolean 0
Rules(md).ini Object's ID Selectable boolean 1
Rules(md).ini Object's ID LegalTarget boolean 1
Rules(md).ini Object's ID Armor Armor 0
Rules(md).ini Object's ID Strength int 0
Rules(md).ini Object's ID Immune boolean 0
Rules(md).ini Object's ID Insignificant boolean 0
Rules(md).ini Object's ID HasRadialIndicator boolean 0
Rules(md).ini Object's ID RadialColor Color 0,0,0
Rules(md).ini Object's ID IgnoresFirestorm boolean 0
Art(md).ini Object's Image UseLineTrail boolean 0
Art(md).ini Object's Image LineTrailColor Color 0,0,0
Art(md).ini Object's Image LineTrailColorDecrement int 16
Art(md).ini Object's Image Theater boolean 0
Art(md).ini Object's Image NewTheater boolean 0
Art(md).ini Object's Image Voxel boolean 0


VoxelAnims
INI File Section Key Value Type Default Value Adds to list
Rules(md).ini Object's ID Normalized boolean 0
Rules(md).ini Object's ID Translucent boolean 0
Rules(md).ini Object's ID IsTiberium boolean 0
Rules(md).ini Object's ID IsMeteor boolean 0
Rules(md).ini Object's ID Elasticity float 0.8
Rules(md).ini Object's ID MinAngularVelocity float 0.0
Rules(md).ini Object's ID MaxAngularVelocity float 0.174528
Rules(md).ini Object's ID Duration int 30
Rules(md).ini Object's ID MinZVel float 3.5
Rules(md).ini Object's ID MaxZVel float 5.0
Rules(md).ini Object's ID MaxXYVel float 15
Rules(md).ini Object's ID Spawns VoxelAnimation * 0
Rules(md).ini Object's ID SpawnCount int 0
Rules(md).ini Object's ID ShareBodyData boolean 0
Rules(md).ini Object's ID ShareTurretData boolean 0
Rules(md).ini Object's ID ShareBarrelData boolean 0
Rules(md).ini Object's ID VoxelIndex int 0
Rules(md).ini Object's ID StartSound Sound ""
Rules(md).ini Object's ID StopSound Sound ""
Rules(md).ini Object's ID BounceAnim Animation * 0 +
Rules(md).ini Object's ID ExpireAnim Animation * 0 +
Rules(md).ini Object's ID TrailerAnim Animation * 0 +
Rules(md).ini Object's ID Damage int 0
Rules(md).ini Object's ID DamageRadius int 0
Rules(md).ini Object's ID Warhead WarheadType * 0 +
Rules(md).ini Object's ID AttachedSystem ParticleSystem * 0 +
Rules(md).ini Object's ID ShareSource TechnoType ID ""