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58 — Meteor Shower At...

Scatters a burst of falling meteors around a waypoint in one frame and plays the meteor storm warning.

Editor data
Numeric ID
58
Engine ID
TACTION_METEOR_SHOWER
Editor name
Meteor Shower At...
Need token
NEED_SHOWER_AND_LOCATION
Parameters
  1. Meteor showermeteor-shower
  2. Waypointwaypoint
Attachment
none
INI example
[Actions]
<TriggerID>=1,58,0,<Meteor shower>,0,0,0,0,<Waypoint>

The setting picks a base count, and between zero and two more meteors are added to it at random. That final count decides two things at once: how many meteors fall, and how widely they are scattered, which is seventy leptons — a little over a quarter of a cell — per meteor away from the waypoint along each axis. An Armageddon therefore reaches about four cells out and a drizzle less than one.

Every meteor is created on the frame the trigger springs, each independently either METLARGE or METSMALL at even odds. Both are ordinary entries in the rules [Animations] list, and each one’s own definition decides the strike: an animation set to fly in as a meteor travels in from off the target and detonates its Damage through its Warhead at the coordinate it was placed at. Nothing about the strike belongs to the action, so retuning those two animations retunes every shower.

Valid values

  • One of the four intensity settings, which fixes both how many meteors fall and how far they scatter.
Caveats
  • The setting is used as a position in a table of four counts with no range check. A figure outside 0 to 3 takes whatever number lies beyond that table — one that works out at zero or below drops nothing at all, and a large one creates that many meteors in a single frame over a correspondingly wider area.
  • The two meteor animations are looked up by name and the result is used without being checked. A rules tree that registers neither METLARGE nor METSMALL leaves the lookup one position before the start of the animation list.
  • The bridge height worked out for the waypoint is then discarded, so every meteor is placed at the ground height of the cell it lands in even where a bridge covers the waypoint.
  • The meteors are the falling animations METLARGE and METSMALL, not the voxel meteor that Meteor Impact At drops.