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ProductionAnim
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| 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.
Notes
When this animation is played, IdleAnim will disappear.
A test on con. yards, barracks, war factories, airpads, repair depots, and refineries shows that:
- If ConstructionYard=yes, construction yards play this animation once every time a building is created
- If WeaponsFactory=yes, war factories and barracks play this animation once every time a vehicle or infantry is created
- Starting from Phobos Build#49, buildings with Factory=InfantryType are able to directly support ProductionAnim without requiring WeaponsFactory=yes.
- Refineries play this animation once every time a harvester docks. The harvester will be unable to automatically leave until the animation has finished playing (the player can still manually order the harvester to leave at any time).
- Helipads do nothing
- In Tiberian Sun, service depots play this animation during the first 2/3rds of the repair animation sequence (i.e. during SpecialAnim and SpecialAnimTwo).