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{{Bugs}}
{{Bugs}}
Using special anims with refineries gives highly unusual results; if the harvester has no ore, then the animation will not be played at all. It appears that the animation plays frames, up to a short but unknown limit, depending on how much ore the harvester deposits. Presumably this is part of an unused logic to play an 'ore dumping' animation.
Using special anims with refineries gives highly unusual results; if the harvester has no ore, then the animation will not be played at all. It appears that the animation plays frames, up to a short but unknown limit, depending on how much ore the harvester deposits. Presumably this is part of an unused logic to play an 'ore dumping' animation.<br>
If the [[SpecialAnim]] tag is used with the logic [[IsAnimDelayedFire]] and all other tags related to [[IsAnimDelayedFire]] logic. This will cause [[Image]] from [[Primary]] and [[ElitePrimary]] to be completely ignored.

Latest revision as of 03:46, 15 September 2024

SpecialAnims are used for object specific functional art such as silo anims, repair depot anims, grinder anims, tank bunker anims, and weapon charging anims.

Bugs/Side-Effects/Unexpected Limitations

Using special anims with refineries gives highly unusual results; if the harvester has no ore, then the animation will not be played at all. It appears that the animation plays frames, up to a short but unknown limit, depending on how much ore the harvester deposits. Presumably this is part of an unused logic to play an 'ore dumping' animation.
If the SpecialAnim tag is used with the logic IsAnimDelayedFire and all other tags related to IsAnimDelayedFire logic. This will cause Image from Primary and ElitePrimary to be completely ignored.