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{{DeeZireInclusion}}<br />
{{Flag
Specifies the animation to display in the cell occupied by this overlay. The animation must be included in the [Animations] list and defined in the ART file, plus it should also be a theater specific animation (since, like the overlay itself, it is displayed with the same theater-specific logic which requires Theater=yes in the ART file). This is was used for the big blue Tiberium crystal in Tiberian Sun but is unused in Red Alert 2 although it would have been a much simpler way of implementing the 'Ore twinkle' effect - the animation will only display when the overlay itself is present in the cell. TIP: attaching an invisible animation to the various Ore overlays and giving it HideIfNoOre=true and a Damage= value in the ART file is a crude way of implementing the effect where units suffer loss of health when stood in Ore, as they did in Tiberian Sun.
|name={{PAGENAME}}
|files={{Categ|ini=rules}}
|values={{values|string|[[Animations]]}}
|default=none
|types={{Categ|OverlayTypes}}
|ts=yes
|fs=yes
|hp=yes
|ra2=yes
|yr=yes
|ares=yes
}}
 
Specifies the [[animation]] to display in the [[cell]] occupied by this [[OverlayTypes|overlay]].
 
{{bugs}}
 
*The animation is drawn 45 pixels below the cell. You can use {{f|YDrawOffset|link}} in the animation's {{ini|art}} code to visually rectify this, but it won't change the animation's "physical" location. In other words, any [[TrailerAnim|trailer]] anims, [[SpawnsParticle|particles]], etc. are still spawned from the original location.
*If the [[OverlayTypes|overlay type]] also has {{f|Tiberium|yes|link}}:
**The animation is forced to use the unit [[palette]] instead of the animation palette, and map the colors according to the color scheme set by the {{f|Color#In_Tiberiums|link}} under {{Categ|Tiberiums}} for the corresponding parts.
**The [[radar]] color of the overlay are no longer read from the overlay [[shape]] but the animation's shape. Therefore, the animation shape should have at least 12 frames with appropriate radar colors, each frame related to one of the 12 Tiberium growth stages. Any missing frames are replaced with black on the radar. The cell animation type itself can use any number of frames, it does not need to be restricted to 12 frames.

Latest revision as of 20:32, 31 January 2025

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: CellAnim
File(s): rules(md).ini
Values: Strings: Normal text. (Limited to: Animations)
Default: none
Applicable to: OverlayTypes


Specifies the animation to display in the cell occupied by this overlay.

Bugs/Side-Effects/Unexpected Limitations

  • The animation is drawn 45 pixels below the cell. You can use YDrawOffset in the animation's art(md).ini code to visually rectify this, but it won't change the animation's "physical" location. In other words, any trailer anims, particles, etc. are still spawned from the original location.
  • If the overlay type also has Tiberium=yes:
    • The animation is forced to use the unit palette instead of the animation palette, and map the colors according to the color scheme set by the Color under Tiberiums for the corresponding parts.
    • The radar color of the overlay are no longer read from the overlay shape but the animation's shape. Therefore, the animation shape should have at least 12 frames with appropriate radar colors, each frame related to one of the 12 Tiberium growth stages. Any missing frames are replaced with black on the radar. The cell animation type itself can use any number of frames, it does not need to be restricted to 12 frames.