Damage
A weapon's damage per shot, or the damage an animation, particle or voxel animation deals.
Animation damage
- Applies to
- AnimType
- File
art.ini- Section
[<ObjectType ID>]- Value
- floating point
- When omitted
0.0
An ordinary animation deals this damage around itself while it plays. The amount builds up each time the animation advances a frame. Whenever the total reaches one or more whole points, those points are dealt together as one explosion at the animation’s position, and the fraction carries over. The explosion uses the FlameDamage2 warhead, or C4Warhead for the animation named INVISO. A fractional value such as 0.03 deals one point about every 33 animation frames, and 3 deals one explosion of 3 points every animation frame.
An animation attached to a terrain object, such as a burning tree, builds up damage five times as fast.
An animation placed by the Play Anim At or Drop Zone Flare trigger action deals none of this damage.
A thrown animation (Bouncer=yes or IsMeteor=yes) deals no damage while it plays. It uses this value when it lands, through its own Warhead:
- A contact that counts as a strike damages objects within
DamageRadiusin the struck cell. - The blast that comes with
ExpireAnimdamages objects in the landing cell and the eight around it. An animation with noExpireAnim, or one that lands on water, deals no blast.
An animation with no Warhead deals neither.
Particle damage
- Applies to
- ParticleType
- File
rules.ini- Section
[<ObjectType ID>]- Value
- integer
- When omitted
0
The damage a Gas or Fire particle applies, through its Warhead, to objects in its cell. It is applied once every MaxDC frames. At 0 the particle does no damage.
A Fire particle never damages the object its particle system is attached to, and stops damaging once its animation state passes FinalDamageState.
A Web particle applies its warhead at zero damage and ignores this value. Particles of other behaviors apply no damage.
Voxel animation damage
- Applies to
- VoxelAnimType
- File
rules.ini- Section
[<ObjectType ID>]- Value
- integer
- When omitted
0
The damage a piece deals on each bounce and in the blast at the end of its life. Every object reached takes damage calculated from this full figure. The piece’s Warhead adjusts it for each object’s armor and distance. The warhead page describes when each kind of damage happens. A piece with no warhead deals none.
With a Bright=yes warhead, this figure also sets the size of the light flash at the end-of-life blast. A figure of 87 or less, including 0, gives the smallest flash. From 88 the flash grows with the figure until it reaches its largest size at 252.
Weapon damage
- Applies to
- WeaponType
- File
rules.ini- Section
[<ObjectType ID>]- Value
- integer
- When omitted
0
Damage sets the damage each projectile from this weapon carries. The weapon’s warhead decides what that damage does on impact.
When an object fires the weapon, a positive value is scaled by the firer’s firepower modifiers before the projectile is fired: the house’s firepower bias, the object’s own bias, and the veteran firepower ability. A zero or negative value is used unchanged. The shot, step by step gives the order.
An IsSonic=yes or UseFireParticles=yes weapon fires its projectile with no damage, whatever this value is.
An EMEffect=yes warhead deals no damage. It uses this value as the pulse duration in frames instead.
History
- Changed0.1.0
Keep voxel debris damage local to each impact —
voxelanimtype - Changed0.2.0In development
Stop a damaging building animation crashing the game —
animtype - Changed0.2.0In development