Bouncer
Throws the animation into the air on a random arc instead of playing it where it was created.
- Applies to
- AnimType
- File
art.ini- Section
[<ObjectType ID>]- Value
- boolean
- When omitted
no
The animation is launched from 10 leptons above the coordinate it was asked for. Its two horizontal speeds are drawn from the MaxXYVel range and its upward speed from MinZVel, and gravity then takes 1.4 leptons per frame off the vertical speed on every frame of the flight. IsMeteor=yes puts an animation into the same physics without this flag and takes over the launch when both are set.
The flight ends on the first contact, whether that is the ground, a bridge deck, or a building or wall standing in the way. Everything the type carries for its landing happens on that single frame — ExpireAnim with the blast inside it, ExpireSound, Spawns and IsTiberium — and the animation removes itself afterward. Whether the same contact also counts as a strike, playing BounceAnim and BounceSound and dealing the DamageRadius damage, is what Elasticity decides.
A thrown animation is exempt from two things an ordinary one does. It deals none of the per frame Damage an animation applies to whatever it is sitting on, and it reaches the largest frame test that lays a Crater or a Scorch only where that largest frame is its first.
[MYDEBRIS] ; a chunk thrown off a destroyed vehicleBouncer=yesMaxXYVel=30.0 ; up to 30 leptons a frame sidewaysMinZVel=20.0 ; 20 to 34 leptons a frame upwardLoopCount=-1 ; loop until the chunk landsExpireAnim=TWLT026 ; the stock small impact flash