Explosion
The explosion animations a destroyed vehicle, structure or aircraft plays.
- Applies to
- AircraftTypeBuildingTypeInfantryTypeUnitType
- File
rules.ini- Section
[<ObjectType ID>]- Value
- list of AnimTypes
- When omitted
(empty)
[MYTANK] ; a UnitType registered in [VehicleTypes]Explosion=TWLT070,FRAG1,FRAG3 ; AnimTypes registered in [Animations]A destroyed object plays entries from this list. How many it plays, and where, depends on the kind of object:
- A vehicle plays one entry, picked at random, at its position. Three cases change that:
- A vehicle whose art declares
DeathFramesfirst stands as a wreck, and plays its entry when the wreck explodes. - A kill by
[CombatDamage] FirestormWarheadplays seven to nine firestorm particle systems instead. - A vehicle that dies in water after falling leaves a wake and the last entry of
SplashListinstead.
- A vehicle whose art declares
- A structure plays one entry, picked separately, on every cell of its footprint. Each is placed a quarter cell from its cell’s center in a random direction and starts zero to three frames late. A large structure therefore plays many entries.
- An aircraft plays one entry, picked at random, where it was hit. A kill by the firestorm warhead plays seven to nine firestorm particle systems instead.
- Infantry never play this list.
A vehicle that is Explodes=yes, or whose rank grants the EXPLODES ability through VeteranAbilities or EliteAbilities, plays the last entry whenever it still has ammunition. It has ammunition when its Ammo is unlimited or its count is above zero. Put the biggest explosion at the end of the list.
In a match with ScrapMetal on, the type’s ScrapExplosion list replaces this one in every case above. A type with no ScrapExplosion entries keeps this list.
An empty list plays no animation. The wreckage, the death voice and any Explodes=yes blast still happen. A vehicle with an empty list also skips two effects that come with its death animation: the TiberiumExplosive blast of its load and the screen shake of a strong vehicle.
Explosion=none empties the list. A key with nothing after the = counts as absent, so the type keeps the list an earlier rules file set. An unknown name is registered as a new animation type instead of being rejected, so a misspelled name adds an animation of its own to the list.