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Specifies the [[animation]] to use when this object deploys into another(Use with the {{f|IsSimpleDeployer|yes|link}} tag).<br>Animation speed affects the use of {{f|IsSimpleDeployer|yes|link}} tags.<br>That is [[VehicleTypes]] can use the {{f|IsSimpleDeployer|yes|link}} tag got it again '''(after first run)''' the animation has finished playing (Equivalent to [[DeployTime]],[[UndeployDelay]]).
Specifies the [[animation]] to use when this object deploys into another(Use with the {{f|IsSimpleDeployer|yes|link}} tag).<br>Animation speed affects the use of {{f|IsSimpleDeployer|yes|link}} tags.<br>That is [[VehicleTypes]] can use the {{f|IsSimpleDeployer|yes|link}} tag got it again '''(after first run)''' the animation has finished playing (Equivalent to [[DeployTime]],[[UndeployDelay]]).
==Nots==
*For '''DeployingAnim''' generated by [[SuperGapRadiusInCells]], the animation will display only 1 building. Reactivation on another building This will cause the animation from the previous building to disappear.
*While [[VehicleTypes]] is '''using''' DeployingAnim, [[VehicleTypes]] is safe from weapons with the tag {{f|IsLocomotor|yes|link}} on the warhead.<br>[[File:DeployingAnim and IsLocomotor=yes.gif]]<br>


== In Art(md).ini ==
== In Art(md).ini ==
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When this building produces a [[UnitTypes|unit]] (any non-[[jumpjet]] vehicle in in [[Red Alert 2|RA2]] and [[Yuri's Revenge|YR]]), this flag specifies the building [[shape]] that is rendered above the unit as it leaves through the building's front door. Typically, this represents all of the building's 'static' art that should appear above the unit, like the roof and the west/south side walls, while the door and any parts that should be rendered under the unit are transparent.
When this building produces a [[UnitTypes|unit]] (any non-[[jumpjet]] vehicle in in [[Red Alert 2|RA2]] and [[Yuri's Revenge|YR]]), this flag specifies the building [[shape]] that is rendered above the unit as it leaves through the building's front door. Typically, this represents all of the building's 'static' art that should appear above the unit, like the roof and the west/south side walls, while the door and any parts that should be rendered under the unit are transparent.


Applies only to [[factory]] buildings with {{f|WeaponsFactory|link}} enabled.<br>
Applies only to [[Factory]] buildings with {{f|WeaponsFactory|link}} enabled.<br>
Applies to [[BuildingTypes]] with the tag {{f|GapGenerator|yes|link}},{{f|GapRadiusInCells||link}},{{f|SuperGapRadiusInCells||link}},{{f|ExtraPower|link}}.<br>
Applies to [[BuildingTypes]] with the tag {{f|GapGenerator|yes|link}},{{f|GapRadiusInCells||link}},{{f|SuperGapRadiusInCells||link}},{{f|ExtraPower|link}}.<br>
Applies to [[BuildingTypes]] with the tag  {{f|CanBeOccupied|yes|link}}.<br>
Applies to [[BuildingTypes]] with the tag  {{f|CanBeOccupied|yes|link}}.<br>
{{Automatictypelist}}


==Nots==
==Nots==
*are hardcoded to use the {{f|AltPalette|yes|Link}} palette Always.
Unlike the TechnoType statement in RULES(MD).INI, this BuildingType statement in ART(MD).INI actually only calls the Shape file rather than an entity of the Animation class.<br>
*'''DeployingAnim''' used with the {{f|IsSimpleDeployer|yes|link}} tag will ignore the [[MakeInfantry]] tag.
Therefore, it naturally is hardcoded to use the {{f|AltPalette|yes|Link}} palette always and ignore the [[MakeInfantry]] tag.
*For '''DeployingAnim''' generated by [[SuperGapRadiusInCells]], the animation will display only 1 building. Reactivation on another building This will cause the animation from the previous building to disappear.
*While [[VehicleTypes]] is using [[DeployingAnim]], [[VehicleTypes]] is safe from weapons with the tag {{f|IsLocomotor|yes|link}} on the warhead.<br>[[File:DeployingAnim and IsLocomotor=yes.gif]]<br>


== See Also ==
== See Also ==

Revision as of 06:56, 19 January 2025

In Rules(md).ini

Tiberian Dawn The Covert Operations Red Alert Counterstrike Aftermath Tiberian Sun Firestorm HyperPatch Red Alert 2 Yuri's Revenge Ares Generals Zero Hour Tiberium Wars Kane's Wrath
Flag: DeployingAnim
File(s): Rules(md).ini
Values: Strings: Normal text. (Limited to: Animations)
Default: none
Applicable to: TechnoTypes


Specifies the animation to use when this object deploys into another(Use with the IsSimpleDeployer=yes tag).
Animation speed affects the use of IsSimpleDeployer=yes tags.
That is VehicleTypes can use the IsSimpleDeployer=yes tag got it again (after first run) the animation has finished playing (Equivalent to DeployTime,UndeployDelay).

Nots

  • For DeployingAnim generated by SuperGapRadiusInCells, the animation will display only 1 building. Reactivation on another building This will cause the animation from the previous building to disappear.
  • While VehicleTypes is using DeployingAnim, VehicleTypes is safe from weapons with the tag IsLocomotor=yes on the warhead.

In Art(md).ini

Tiberian Dawn The Covert Operations Red Alert Counterstrike Aftermath Tiberian Sun Firestorm HyperPatch Red Alert 2 Yuri's Revenge Ares Generals Zero Hour Tiberium Wars Kane's Wrath
Flag: DeployingAnim
File(s): Art(md).ini
Values: Strings: Normal text. (Limited to: Shape filename without the .shp file extension)
Default: none
Applicable to: BuildingTypes


When this building produces a unit (any non-jumpjet vehicle in in RA2 and YR), this flag specifies the building shape that is rendered above the unit as it leaves through the building's front door. Typically, this represents all of the building's 'static' art that should appear above the unit, like the roof and the west/south side walls, while the door and any parts that should be rendered under the unit are transparent.

Applies only to Factory buildings with WeaponsFactory enabled.
Applies to BuildingTypes with the tag GapGenerator=yes,GapRadiusInCells=,SuperGapRadiusInCells=,ExtraPower.
Applies to BuildingTypes with the tag CanBeOccupied=yes.

Nots

Unlike the TechnoType statement in RULES(MD).INI, this BuildingType statement in ART(MD).INI actually only calls the Shape file rather than an entity of the Animation class.
Therefore, it naturally is hardcoded to use the AltPalette=yes palette always and ignore the MakeInfantry tag.

See Also

  • DoorAnim
  • UnderDoorAnim – Building shape rendered under the produced unit
  • RoofDeployingAnim – Building shape rendered above a jumpjet unit as it leaves through the top door (RA2 and YR only)
  • UnderRoofDoorAnim – Building shape rendered below a jumpjet unit as it leaves through the top door (RA2 and YR only)
  • BibShape – Building shape that is always rendered below units