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SplashList

The animations played where something comes down in water.

Specification
Applies to
global rules
File
rules.ini
Section
[CombatDamage]
Value
typelist
When omitted
(empty)
rules.ini
[CombatDamage]
SplashList=MYSPLASH1,MYSPLASH2,MYSPLASH3 ; AnimTypes registered in [Animations]

These animations play where something hits or falls into water. An explosion over water picks an entry by its damage. Every other kind of splash always uses the first entry or the last one.

An explosion over open water picks by damage in steps of 35 points: the first entry for 1 to 34 damage, the second for 35 to 69, and so on. The last entry covers all damage past the end of the list. This needs a Conventional=yes warhead and a point that is not on a bridge deck. The splash replaces the warhead’s usual explosion animation.

The other splashes use a fixed entry. Some also lay a Wake animation beside the splash:

CauseEntryAlso lays Wake
An ordinary bouncing animation that lands in waterFirstYes
A piece of voxel debris that lands in waterFirstYes
Infantry that falls into water, for example when a bridge collapses under itFirstYes
A burning infantryman that falls into waterFirstNo
A vehicle that falls into waterLastYes
An ion cannon blast that lands on waterLastNo
An IsMeteor=yes animation or voxel animation that lands in waterLastNo
See also — Wake, Conventional, IsMeteor