Skip to content

FirestormAirAnim

The animation a raised firestorm wall creates when what it catches is more than 100 leptons above the ground.

Specification
Applies to
global rules
File
rules.ini
Section
[AudioVisual]
Value
class
When omitted
none

It is created at the victim’s own position rather than the wall’s, centered and drawn in front of it, and it runs its animation type’s own LoopCount, which is a single repetition unless the type sets one. The height test is the only thing that chooses between this animation and FirestormGroundAnim; the flags, depth adjustment and loop count are identical. Both are created by every path that catches something — the sweep of a section’s own cell, a flying object or jumpjet crossing it, and a projectile consumed by the wall — including the projectile path, which produces the animation without applying any damage.

See alsolaser-fences