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Flag: | Next |
File(s): | art(md).ini |
Values: | Strings: Normal text. (Limited to: Animation ID) |
Default: | none |
Applicable to: | Animations |
Specifies the next animation to be played when this animation has played through all of its frames and loops, if any.
Notes
Next replaces the current animation without actually creating a new instance of the animation object class. This means that some settings carry over to the subsequent animation, such as trajectory (or lack thereof). This in turn means that stationary animations (Bouncer=no) effectively cannot spawn animated debris, i.e. animations with MaxXYVel, MinZVel, and Bouncer=yes defined. Use Spawns or TrailerAnim for such purpose instead.
Special
- Setting an animation name that is the same as the main animation This will cause the animation to loop endlessly. (equivalent to LoopCount=-1).
Bugs/Side-Effects/Unexpected Limitations
- Animations specified in the Next section tend to be taller than normal even if you specify the same animation in another section, such as Anim,AnimList,TrailerAnim, etc.
[cgmiamdy]
...
Next=cgmiam03Rubble
[cgmiam03Rubble]
...
Surface=yes
Layer=Underground
Flat=yes
Weapons
...
Anim=cgmiam03Rubble
Warhead
...
AnimList=cgmiam03Rubble