FlameDamage2
The warhead every damaging animation delivers its damage through.
- Applies to
- global rules
- File
rules.ini- Section
[CombatDamage]- Value
- class
- When omitted
none
Every animation whose Damage is above zero deals that damage through this warhead. The one exception is the animation whose ID is exactly INVISO, which uses C4Warhead instead.
Each time the animation advances a frame, it adds its Damage to a running total. Whenever the total reaches one point or more, the whole points go off as a blast at the animation’s center, and the fraction carries over to the next frame. A new animation’s total starts at one point, so the first frame it advances always sets off a blast. When the animation chains into its next type, the total starts again from zero.
An animation attached to a terrain object adds five times its Damage each frame. A fire burning on a tree therefore deals its damage five times as fast as the same fire on open ground.
These animations take no part in this:
- a
Bouncer=yesorIsMeteor=yesanimation, which is removed when it lands. Any damage it deals on landing goes through itsWarhead=; - an animation placed by the Play Anim At trigger action, which deals no damage.
With the key unset, every damaging animation except INVISO deals no damage, though its artwork still plays.