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BuildingTypeAnim

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Due to the fact that the animation of the building has too many combinations (even without considering Upgrades, there are [(2 * 4 + 1 * 3 + 5 * 1) * 11-2 * 4]=168 combinations), and I find it difficult to fill in all the missing pages for all combinations on MODENC, I have decided to create such a table.

TheirSelf

Damaged

Garrisoned(new in RA2)

X

Y

YSort

ZAdjust

Powered

PoweredLight

PoweredEffect(new in YR)

PoweredSpecial(new in YR)

ActiveAnim

ActiveAnim

ActiveAnimDamaged

ActiveAnimGarrisoned

ActiveAnimX

ActiveAnimY

ActiveAnimYSort

ActiveAnimZAdjust

ActiveAnimPowered

ActiveAnimPoweredLight

ActiveAnimPoweredEffect

ActiveAnimPoweredSpecial

ActiveAnimTwo

ActiveAnimTwo

ActiveAnimTwoDamaged

ActiveAnimTwoGarrisoned

ActiveAnimTwoX

ActiveAnimTwoY

ActiveAnimTwoYSort

ActiveAnimTwoZAdjust

ActiveAnimTwoPowered

ActiveAnimTwoPoweredLight

ActiveAnimTwoPoweredEffect

ActiveAnimTwoPoweredSpecial

ActiveAnimThree

ActiveAnimThree

ActiveAnimThreeDamaged

ActiveAnimThreeGarrisoned

ActiveAnimThreeX

ActiveAnimThreeY

ActiveAnimThreeYSort

ActiveAnimThreeZAdjust

ActiveAnimThreePowered

ActiveAnimThreePoweredLight

ActiveAnimThreePoweredEffect

ActiveAnimThreePoweredSpecial

ActiveAnimFour

ActiveAnimFour

ActiveAnimFourDamaged

ActiveAnimFourGarrisoned

ActiveAnimFourX

ActiveAnimFourY

ActiveAnimFourYSort

ActiveAnimFourZAdjust

ActiveAnimFourPowered

ActiveAnimFourPoweredLight

ActiveAnimFourPoweredEffect

ActiveAnimFourPoweredSpecial

SpecialAnim

SpecialAnim

SpecialAnimDamaged

SpecialAnimGarrisoned

SpecialAnimX

SpecialAnimY

SpecialAnimYSort

SpecialAnimZAdjust

SpecialAnimPowered

SpecialAnimPoweredLight

SpecialAnimPoweredEffect

SpecialAnimPoweredSpecial

SpecialAnimTwo

SpecialAnimTwo

SpecialAnimTwoDamaged

SpecialAnimTwoGarrisoned

SpecialAnimTwoX

SpecialAnimTwoY

SpecialAnimTwoYSort

SpecialAnimTwoZAdjust

SpecialAnimTwoPowered

SpecialAnimTwoPoweredLight

SpecialAnimTwoPoweredEffect

SpecialAnimTwoPoweredSpecial

SpecialAnimThree

SpecialAnimThree

SpecialAnimThreeDamaged

SpecialAnimThreeGarrisoned

SpecialAnimThreeX

SpecialAnimThreeY

SpecialAnimThreeYSort

SpecialAnimThreeZAdjust

SpecialAnimThreePowered

SpecialAnimThreePoweredLight

SpecialAnimThreePoweredEffect

SpecialAnimThreePoweredSpecial

SuperAnim(new in RA2)

SuperAnim

SuperAnimDamaged

SuperAnimGarrisoned

SuperAnimX

SuperAnimY

SuperAnimYSort

SuperAnimZAdjust

SuperAnimPowered

SuperAnimPoweredLight

SuperAnimPoweredEffect

SuperAnimPoweredSpecial

SuperAnimTwo(new in RA2)

SuperAnimTwo

SuperAnimTwoDamaged

SuperAnimTwoGarrisoned

SuperAnimTwoX

SuperAnimTwoY

SuperAnimTwoYSort

SuperAnimTwoZAdjust

SuperAnimTwoPowered

SuperAnimTwoPoweredLight

SuperAnimTwoPoweredEffect

SuperAnimTwoPoweredSpecial

SuperAnimThree(new in RA2)

SuperAnimThree

SuperAnimThreeDamaged

SuperAnimThreeGarrisoned

SuperAnimThreeX

SuperAnimThreeY

SuperAnimThreeYSort

SuperAnimThreeZAdjust

SuperAnimThreePowered

SuperAnimThreePoweredLight

SuperAnimThreePoweredEffect

SuperAnimThreePoweredSpecial

SuperAnimFour(new in RA2)

SuperAnimFour

SuperAnimFourDamaged

SuperAnimFourGarrisoned

SuperAnimFourX

SuperAnimFourY

SuperAnimFourYSort

SuperAnimFourZAdjust

SuperAnimFourPowered

SuperAnimFourPoweredLight

SuperAnimFourPoweredEffect

SuperAnimFourPoweredSpecial

IdleAnim

IdleAnim

IdleAnimDamaged

IdleAnimGarrisoned

IdleAnimX

IdleAnimY

IdleAnimYSort

IdleAnimZAdjust

IdleAnimPowered

IdleAnimPoweredLight

IdleAnimPoweredEffect

IdleAnimPoweredSpecial

ProductionAnim

ProductionAnim

ProductionAnimDamaged

ProductionAnimGarrisoned

ProductionAnimX

ProductionAnimY

ProductionAnimYSort

ProductionAnimZAdjust

PreProductionAnim

PreProductionAnim

PreProductionAnimDamaged

PreProductionAnimGarrisoned

PreProductionAnimX

PreProductionAnimY

PreProductionAnimYSort

PreProductionAnimZAdjust

LowPower(new in YR)

LowPower

LowPowerDamaged

LowPowerGarrisoned

LowPowerX

LowPowerY

LowPowerYSort

LowPowerZAdjust

LowPowerPowered

LowPowerPoweredLight

LowPowerPoweredEffect

LowPowerPoweredSpecial

SuperLowPower(new in YR)

SuperLowPower

SuperLowPowerDamaged

SuperLowPowerGarrisoned

SuperLowPowerX

SuperLowPowerY

SuperLowPowerYSort

SuperLowPowerZAdjust

SuperLowPowerPowered

SuperLowPowerPoweredLight

SuperLowPowerPoweredEffect

SuperLowPowerPoweredSpecial

 

This is the latest version of the tutorial dictionary for the Chinese Red Alert 2 MOD community. It is a public document from the RA2DIY forum (although it has not been released yet, I will edit this page and add a link after it is released). Please forgive me for not having the energy to translate it into the five official languages of the United Nations here:P But I believe this will definitely help other editors better handle these pages.

1.动画类别

ActiveAnim =

  • 后面不带序号为建筑常态工作动画
  • 在后面加[Two|Three|Four]代表第2、第3、第4ActiveAnim
  • 指定当该建筑建造起来之后正常运作状态下所播放的工作动画

SpecialAnim =

  • 在后面加[Two|Three]代表第2、第3SpecialAnim
  • 这些标签就像ActiveAnim一样,只不过这些是用于当该建筑执行特殊功能时。因此并不是一直有效,只有需要的时候才有效。 例如矿车倒矿
  • 也根据[|2|3]显示储矿等的不同程度,但是RA2下储矿逻辑已废弃,仅地编设定[Basic] > FillSilos=yes才会使用3也就是满仓时的动画
  • IsAnimDelayedFire时所使用的前摇动画也使用该标签指定

SuperAnim =

  • 用于超武动画
    • 后面不带序号为超武建筑常态动画
    • Two为SuperWeapon或Ares的SuperWeapons(不包括SuperWeapon2)的RechargeTime达到建筑ChargedAnimTime时播放的预备动画
    • Three为达到ChargedAnimTime后的常态动画,原版下地图预置建筑初始总是使用它,Phobos已修复
    • Four为超武发射时回到常态重新加载的动画
  • 例如原版核弹井,常态闭仓,Two为开仓效果,Three为开仓后一个核导弹竖在里面待命,Four为核导弹发射后闭仓效果

ProductionAnim =

  • Factory=BuildingType需要ConstructionYard=yes
  • Factory=InfantryType和UnitType需要WeaponsFactory=yes
  • 用于工厂生产动画,例如原版造建筑时建造厂的吊臂也可以战车工厂生产载具时播放一个动画
  • 神奇的是矿场倒矿动画除了SpecialAnim外也可以用ProductionAnim标签额外指定一个,并且在播放结束前矿车不会自动离开,哪怕它已经倒空了(仍可手动拉走)
    • 该类动画没有+Powered(XXX)四句的组合

Yes, so this animation cannot be fully played in LowPower mode.

PreProductionAnim =

  • 预生产动画,在工厂生产动画之前播放,由于RA2中预生产逻辑残缺不全,因此只有少数功能还能使用同样可以用于矿场倒矿额外指定一个动画,但是Dock了就播,不影响矿车自动离开
    • 该类动画没有+Powered(XXX)四句的组合

Yes, so this animation cannot be fully played in LowPower mode.

IdleAnim =

  • 用于建筑闲置动画

LowPower =

  • 对应ActiveAnim和SuperAnim,建筑处于LowPower状态的动画

SuperLowPower =

2.可选组合词条

+Damaged =

  • 指定该建筑的此类动画处于伤残状态(黄血)时替换播放的动画

注:

    • 由于CanBeOccupied=yes且TechLevel=-1决定的平民建筑红血才变为破损帧,所以与该功能兼容未必良好
    • 然而这样的建筑通过Deliver.Types等方式来生成本就有非中立所属方则不显示图像等各种问题,完全可以使用ActiveAnim系统替代掉其自身Image建筑本体的图像系统
    • 当然,非平民建筑的建筑也可以使用这种方法来更好的处理遮挡问题与各种其他效果
  • 注意:即便改为使用工作动画作为实际图像,您也依然需要为本体使用一个有非0号色像素点的Shape素材以让游戏为工作动画分配画布
    • 对于NeedsEngineer=yes的对象原本应当是被工程师进入后才允许播放工作动画,但建筑黄血切换+Damaged的动画后也会开始播放,Ares已修复

+Garrisoned =

  • 指定该建筑的此类动画处于驻军状态时替换播放的动画。例如RA2S1的胜利纪念碑进入一个动员兵后原本作为ActiveAnim的老美国旗变成了ActiveGarrisoned的苏俄国旗

以下2句用于调整动画的绘制坐标

+X =

  • X坐标。正值向右,负值向左

+Y =

  • Y坐标。正值向下,负值向上

以下2句用于调整动画的遮挡关系

+YSort =

  • 动画的YSort,对于YSort的概念详见YSortAdjust标签自身的注解

+ZAdjust =

  • 动画的ZAdjust,对于ZAdjust的概念详见ZAdjust标签自身的注解

以下4句用于控制电力相关的行为 +Powered =

  • 这个动画是否在没电时进入停滞状态,no的话则是根据下一句判定

+PoweredLight =

  • 这个动画是否在没电时消失,默认no即没电时也正常播放,若下句yes则这句几乎没用
  • 仅用于Rules中Powered=yes的建筑,毕竟Powered=no的建筑显然不停滞就会始终活动
  • 但是如果这是个Powered=yes且Power>0的建筑也会直接抹掉动画,除非它攻击一次
  • 不合理的是,你可以使用手动断电逻辑先把没电状态动画被关了的建筑断电再打开来让动画正常播放
  • 在TS中这会导致关联的动画在建筑Buildup还未结束时就生成,RA2已修复
  • 对于地图预置建筑需要切换一次才正常执行,否则yes也会正常播放

下面2句均为YR新增LowPower动画逻辑相关

+PoweredEffect =

  • 这个动画是否在没电时消失,并且转而播放对应的LowPower动画,直到有电时才反向切换回来
  • 例如原版基因突变器在充满后处于SuperAnimThree,如果电力不足则切换为SuperLowPower
  • 该逻辑不必须Rules中PoweredSpecial=yes的建筑,电厂被毁或单纯靠耗电建筑压电力负载即可
  • 如果不考虑LowPower动画逻辑,那么和Light基本一样,包括关闭动画效果也是只要两句中拥有至少任意一句就会执行,甚至Bug表现得都一样

+PoweredSpecial =

  • 这个动画是否在基地断电状态下消失
  • 不必须Powered=yes
  • 该逻辑仅用于Rules中PoweredSpecial=yes的建筑,这里的LowPower特指间谍和飞碟导致的LowPower

Upgardes

Anim

AnimDamaged

LocXX

LocYY

LocZZ

YSort

PowerUp1

PowerUp1Anim

PowerUp1AnimDamaged

PowerUp1LocXX

PowerUp1LocYY

PowerUp1LocZZ

PowerUp1YSort

PowerUp2

PowerUp2Anim

PowerUp2AnimDamaged

PowerUp2LocXX

PowerUp2LocYY

PowerUp2LocZZ

PowerUp2YSort

PowerUp3

PowerUp3Anim

PowerUp3AnimDamaged

PowerUp3LocXX

PowerUp3LocYY

PowerUp3LocZZ

PowerUp3YSort

 


PowerUp[X]

建筑被加载时使用,[X]对应加载物的PowersUpToLevel值,因此也与其拥有相同的可用范围即[1|2|3]

+Anim =

  • 动画

+AnimDamaged =

  • 伤残时的动画

+LocXX =

  • 指定绘制建筑的加载物距离绘制建筑的位置的X轴像素偏移量。正值向右,负值向左

+LocYY =

  • 指定绘制建筑的加载物距离绘制建筑的位置的Y轴像素偏移量。正值向下,负值向上

+LocZZ =

+YSort =

  • 用于指定加载物动画的YSort,对于YSort的概念详见YSortAdjust标签自身的注解