|Values:||Boolean values: yes or no, true or false, 1 or 0|
|Applicable to:||TechnoTypes: AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes |
as well as ObjectTypes: Animations, Projectiles, TMPTiles, OverlayTypes, ParticleSystems, Particles, SmudgeTypes, TerrainTypes and VoxelAnimTypes
This tag specifies whether or not the game uses special naming logic to get the objects image based on the theater of the map; .shp assets formatted with alternate snow art utilizing this tag should have their files organized such that the second letter of the file corresponds to the theater type. A for "Arctic" and G for "Generic". in a snow map, the game will look for files with the A prefix first, and if there are none, it will fall back to using files with the G prefix. In the games art and rules .ini entries, the A prefix is always used.
For example, if one were to make a new refinery and made separate snow and temperate art for it, then the files would be named as so
mgrefn mgrefnbb mgrefn_a ; and so on
marefn marefnbb marefn_a
And in the rules and art.ini entries for this building, the name [MAREFN] would always be used (whether or not there actually is the optional snow art files)
Additionally, this tag means the unit palette is used to draw this image.
In Tiberian Sun and Red Alert 2, the tag would only work if the first letter of the buildings name started with G, N, or C; Yuri's Revenge adds the functionality to Y prefix letter. File names can also use this logic for the other four theaters in YR, though doing so is mostly redundant as special art is typically not made for any theater besides snow. Ares DLL expands logic onto all prefixes, not just G, N, C, Y.