War Factory Door Image
War Factory with WeaponsFactory=yes uses a special image switching mechanism. Normally, it uses its own image. When a vehicle is created and leaves the War Factory, the War Factory will no longer display its own building image but instead use the Shape file specified by the following four flags as the factory building image.
Just like Image= in art(md).ini, these four flags specify the names of 4 Shape files without the extension, divided into two groups based on the type of vehicle: one for land-based vehicles and one for air-based vehicles. In each case, they are further divided into two images: one using a layer above the vehicle and one using a layer below the vehicle.
| Ground vehicle | Flying vehicle | |
|---|---|---|
| Higher than vehicle | DeployingAnim | RoofDeployingAnim |
| Lower than vehicle | UnderDoorAnim | UnderRoofDoorAnim |
The allocation method of the image frame sequence is consistent with the building own image.
Additionally, there is an image called using BibShape, which always exists and uses a layer below the vehicle.
Notes
The two flags for flying vehicles are newly added in Red Alert 2. The criterion for determining whether a vehicle is a flying vehicle is whether it has either JumpJet=yes or BalloonHover=yes, rather than Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5 (Jumpjet) or ConsideredAircraft=yes or other factors.
Bugs/Side-Effects/Unexpected Limitations
In fact, for buildings that can execute deployment commands, such as those with CanBeOccupied=yes, GapGenerator=yes & ExtraPower=, or Passengers, they also use these image when performing deployment behavior, but it does not make their body image disappear. And these image sometimes lingers until you move the screen or bring up the menu bar and return.
The deployment behavior of different buildings may have different effects on existing lingering images.
- For example, for buildings with CanBeOccupied=yes, these image only appears during the frame of deployment and does not linger.
- For buildings using Passengers, like the Yuri Bio Reactor, although it lingers, any disturbance, including having a unit set it as an entry or attack target, will immediately refresh and clear the lingering image.
- For GapGenerator=yes, although the it creates an image that does not refresh even if the building itself switches to a damaged state, it detects the state of the Gap Generator, which includes building a new Gap Generator or losing power support.
- Additionally, when any Gap Generator is deployed, it causes all residual images on other buildings, including non-Gap Generator ones, to refresh and clear.