DeployingAnim
In Rules(md).ini
| Flag: | DeployingAnim |
| File(s): | rules(md).ini |
| Values: | Strings: Normal text. (Limited to: Animations) |
| Default: | none |
| Applicable to: | VehicleTypes |
Specifies a procedural animation to play when a vehicle with IsSimpleDeployer=yes deploys.
Notes
The deployment cannot complete until the animation finishes playing, thus this also controls the time required for deployment.
When a vehicle is deploying, specifically when the deploying animation is playing, weapons that use warheads with IsLocomotor=yes can target this vehicle but will immediately abandon the target without launching an attack.
The impact on simple deployment behavior
In vanilla, ground vehicles with IsSimpleDeployer=yes can deploy instantly regardless of having a deployment animation or not, while aircraft descending from the air will always turn to face the direction specified in [AudioVisual]→DeployDir=.
Starting from Ares 2.0, ground vehicles with a deployment animation will first turn to face the DeployDir= direction upon receiving the first deploy order before deploying. Flying vehicles without a deployment animation will land maintaining their original orientation.
- However, if DeployToLand=no prevents the vehicle from hovering in the air and achieving a stable state, then during deployment, it may still be possible to use the direction of DeployDir in a limited manner.
Starting from Phobos Build#25, specifying a negative value for DeployDir is allowed to disable turning;
- From Phobos Build#27, to remove parsing conflicts with Ares, this was changed to use the newly added DeployingAnim.AllowAnyDirection=yes;
- Beginning with Phobos Build#48, units will turn to the direction specified by DeployDir regardless of whether they have a valid DeployingAnim, and DeployDir=-1 is now used to disable turning instead of DeployingAnim.AllowAnyDirection=yes.
Bugs/Side-Effects/Unexpected Limitations
If this animation is too long, the deployment may complete before the animation finishes playing. In this case, when the unit undeploys, the animation will attach to the unit.
This animation cannot correctly use both Normalized=yes and Reverse=yes.
- After Ares 2.0 added Convert.Deploy, because after deploying it directly replaces it with another type, there is no real undeploy. Therefore, some modders, to avoid adding a new shape file, try to use Reverse=yes to create an animation that calls the same resource file as the image for undeploy. This can cause the unit to get stuck in the deploy animation when the game speed is low.
- This bug has been fixed in Phobos Build#48.
This animation does not check its actual height, that is to say, if it has Shadow=yes, then the shadow will be drawn at the current height, instead of correctly on the ground directly below.
- This bug has been fixed in Phobos Build#48.
This animation does not tint accordingly with the unit even when using the unit drawer.
- This bug has been fixed in Phobos Build#48.
References
Bug example from Century War developers.
Starting from Phobos Build#25, more relevant settings have been added. Refer to Phobos documentation.
- Starting from Phobos Build#48, a new flag named DeployingAnims has been added, which is used to fill a string list to specify respective deploying animation for multiple directions.
See Also
In Art(md).ini
| Flag: | DeployingAnim |
| File(s): | art(md).ini |
| Values: | Strings: Normal text. (Limited to: Shape filename without the .shp file extension) |
| Default: | none |
| Applicable to: | BuildingTypes |
When a ground vehicle leaves a War Factory with WeaponsFactory=yes, the War Factory will no longer display its own building image but instead use the Shape file specified here as the factory building image, and draw it on a higher layer than vehicles. Also used in conjunction is the image specified by UnderDoorAnim.
The allocation method of the frame sequence is consistent with the building body image.
