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SuperAnim

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Flag: SuperAnim
File(s): Art(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: no
Applicable to: BuildingTypes


The SuperAnim logic works in four parts:

Flag function
SuperAnim play once while going from not ready to ready.
SuperAnimTwo loop while the superweapon is ready.
SuperAnimThree play while going from ready to fire to not ready.
SuperAnimFour loop while the superweapon is not ready.

Bugs/Side-Effects/Unexpected Limitations

  • In the unexpand game, this only applies to specific super weapons, namely the super weapons used in the original version. This behavior is bound to the registered name. If those super weapons that use other registered names use these flags, the animation will not be read.
  • Correspondingly, if there are multiple super weapons in SuperWeaponTypes, using the same Type, then the animations always unable to work properly either. These animations will be played repeatedly in order before ChargedAnimTime arrives , or simply not being read.
    • This bug has been fixed in Ares 0.1.

See Also