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Difference between revisions of "SplashList"

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(Updating per DCoder's info.)
(Updating per DCoder's info.)
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An unlimited number of animations can be accepted in this flag. An animation is chosen depending on the {{TTL|Damage}} of the warhead's weapon by dividing this damage by 35, then rounding down to an integer to form a zero-based index.
 
An unlimited number of animations can be accepted in this flag. An animation is chosen depending on the {{TTL|Damage}} of the warhead's weapon by dividing this damage by 35, then rounding down to an integer to form a zero-based index.
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If an animation is triggered over a tile with {{TTL|Land|Water}}, then one of two things can happen:
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* If the animation has {{TTL|IsMeteor|yes}}, then the last entry of <tt>SplashList</tt> will <i>always</i> be used.
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* If this is not the case, the first entry of <tt>SplashList</tt> will be used, provided that there is not an {{TTL|ExpireAnim}} on this animation.

Revision as of 01:09, 8 March 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: SplashList
File(s): rules(md).ini
Values: Strings: Normal text. (Limited to: Animations)
Applicable to: AudioVisual


This is a list of animations the game will use whenever a warhead with Template:TTL detonates on a tile that contains Template:TTL.

An unlimited number of animations can be accepted in this flag. An animation is chosen depending on the Template:TTL of the warhead's weapon by dividing this damage by 35, then rounding down to an integer to form a zero-based index.

If an animation is triggered over a tile with Template:TTL, then one of two things can happen:

  • If the animation has Template:TTL, then the last entry of SplashList will always be used.
  • If this is not the case, the first entry of SplashList will be used, provided that there is not an Template:TTL on this animation.