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Damage

Changed in 0.1.0

A weapon's damage per shot, or the damage an animation, particle or voxel animation delivers through its own warhead.

Animation damage

Specification — Animation damage
Applies to
AnimType
File
art.ini
Section
[<ObjectType ID>]
Value
floating point
When omitted
0.0

Accumulates frame by frame while the animation plays and is dealt in whole points at the animation’s position with the FlameDamage2 warhead — C4Warhead for the animation named INVISO — five times as fast when the animation sits on a terrain object. A bouncing animation instead deals the figure with its own Warhead to each object within DamageRadius of an impact.

Particle damage

Specification — Particle damage
Applies to
ParticleType
File
rules.ini
Section
[<ObjectType ID>]
Value
integer
When omitted
0

The damage a particle deals to objects it touches, applied with the particle’s own Warhead.

Voxel animation damage

Specification — Voxel animation damage
Applies to
VoxelAnimType
File
rules.ini
Section
[<ObjectType ID>]
Value
integer
When omitted
0

Sets the raw damage a voxel animation applies at each bounce and when it expires. Its Warhead adjusts that value independently for every object reached, so each damage calculation begins with the configured figure.

Weapon damage

Specification — Weapon damage
Applies to
WeaponType
File
rules.ini
Section
[<ObjectType ID>]
Value
integer
When omitted
0

Each shot the weapon fires carries this figure, scaled by the firer’s firepower modifiers when the shot comes from ordinary combat, and the warhead then decides what the figure does on impact. An EMEffect=yes warhead never reaches damage processing at all and spends it as the pulse duration in frames instead.

History

  1. Changed0.1.0In development

    Keep voxel debris damage local to each impactvoxelanimtype