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 launches from 10 leptons above the point where it was created. Its two horizontal speeds are random within the MaxXYVel range, and MinZVel sets its upward speed. Gravity then reduces the vertical speed by 1.4 leptons every frame.
IsMeteor=yes also puts the animation in flight without this flag, but flies it in along a straight line with no gravity. When both are set, the animation flies as a meteor.
The flight ends at the first contact with the ground, a bridge deck, or a building or wall in the path. On that frame the animation is removed after it produces its landing effects:
ExpireAnim, and with it a blast that dealsDamagethrough the animation’sWarheadExpireSoundSpawnsIsTiberium
On water, a wake and a splash replace the expiry animation and its blast, and the expiry sound, Spawns and IsTiberium are skipped. A landing on a bridge deck over water counts as a landing on land, except that IsTiberium spreads nothing from a landing on any bridge deck.
Elasticity decides whether the contact also counts as a strike. A strike plays BounceAnim and BounceSound and deals the DamageRadius damage.
A thrown animation differs from an ordinary one in two more ways:
- It deals none of the per-frame
Damagean ordinary animation deals to its surroundings. - It leaves a
CraterorScorchmark only when its largest frame is its first. The mark is made when the animation starts, at the launch point.
[MYDEBRIS] ; a chunk thrown off a destroyed vehicleBouncer=yesMaxXYVel=30.0 ; up to 30 leptons a frame sidewaysMinZVel=20.0 ; at least 20 leptons a frame upwardLoopCount=-1 ; loop until the chunk landsExpireAnim=TWLT026 ; the stock small impact flash