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Difference between revisions of "ProductionAnim"
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− | + | {{Flag | |
+ | |files={{Categ|Art(md).ini}} | ||
+ | |values={{Values|string|[[Animations]]}} | ||
+ | |default=none | ||
+ | |types={{Categ|BuildingTypes}} | ||
+ | |ts=yes | ||
+ | |fs=yes | ||
+ | |hp=yes | ||
+ | |ra2=yes | ||
+ | |yr=yes | ||
+ | |ares=yes | ||
+ | }} | ||
− | + | Productions animations (production anims for short) are special [[animations]] that play whenever certain buildings are producing something, e.g. when a [[ConstructionYard|construction yard]] produces a building or a [[WeaponsFactory|war factory]] produces a unit. Unlike [[PreProductionAnim|pre-production anims]], production anims are used and fully functional in [[Red Alert 2]]. | |
− | * | + | A test on con. yards, barracks, war factories, airpads, repair depots, and refineries in Red Alert 2 shows that: |
− | *War factories play | + | |
− | *Refineries play | + | *[[ConstructionYard|Construction yards]] play this animation once every time a building is created |
− | * | + | *[[WeaponsFactory|War factories]] play this animation once every time a vehicle is created |
− | *Barracks do nothing | + | *[[Refinery|Refineries]] play this animation once every time a [[harvester]] docks. The harvester will be unable to leave until the animation has finished playing. |
− | *Airpads do nothing | + | *[[UnitRepair|Repair depots]] do nothing ({{f|SpecialAnim|link}} is used instead) |
+ | *[[Factory#InfantryType|Barracks]] do nothing | ||
+ | *[[Factory#AircraftType|Airpads]] do nothing | ||
==See Also== | ==See Also== | ||
+ | *[[ProductionAnimDamaged]] | ||
+ | *[[ProductionAnimX]] | ||
+ | *[[ProductionAnimY]] | ||
+ | *[[ProductionAnimZAdjust]] | ||
+ | *[[ProductionAnimYSort]] | ||
*[[PreProductionAnim]] | *[[PreProductionAnim]] | ||
+ | *[[SpecialAnim]] |
Latest revision as of 10:54, 20 June 2023
Flag: | ProductionAnim |
File(s): | Art(md).ini |
Values: | Strings: Normal text. (Limited to: Animations) |
Default: | none |
Applicable to: | BuildingTypes |
Productions animations (production anims for short) are special animations that play whenever certain buildings are producing something, e.g. when a construction yard produces a building or a war factory produces a unit. Unlike pre-production anims, production anims are used and fully functional in Red Alert 2.
A test on con. yards, barracks, war factories, airpads, repair depots, and refineries in Red Alert 2 shows that:
- Construction yards play this animation once every time a building is created
- War factories play this animation once every time a vehicle is created
- Refineries play this animation once every time a harvester docks. The harvester will be unable to leave until the animation has finished playing.
- Repair depots do nothing (SpecialAnim is used instead)
- Barracks do nothing
- Airpads do nothing