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Difference between revisions of "BarrelParticle"

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(Corrected a link, added NeedTesting)
(Update as per V7's Explodes edit)
Line 4: Line 4:
 
|values=Strings (names of ParticleSystems)
 
|values=Strings (names of ParticleSystems)
 
|special=None
 
|special=None
|default=null
+
|default=None
 
|types={{FlagMoved|TS/RA2}}
 
|types={{FlagMoved|TS/RA2}}
 
|games=[[TS]], [[RA2]], [[YR]]
 
|games=[[TS]], [[RA2]], [[YR]]
 
}}
 
}}
  
Specifies a [[ParticleSystems|ParticleSystem]] that is spawned after a barrel explosion. {{NeedTesting}}
+
Specifies a [[ParticleSystems|ParticleSystem]] that is spawned after an [[OverlayType]] with {{TTL|Explodes|yes}} is destroyed.
While the rules comments in TS through YR mention a flag called {{TTL|Barrel}}, it is not mentioned in any game executable, thus posing a question of how does the game determine what object is considered a barrel, and questioning the validity of this flag.
 

Revision as of 10:09, 10 September 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: BarrelParticle
File(s): Rules(md).ini
Values: Strings (names of ParticleSystems)
Special Values: None
Default: None
Applicable to: AudioVisual (TS/RA2) , General (YR)


Specifies a ParticleSystem that is spawned after an OverlayType with Template:TTL is destroyed.