DoorAnim: Difference between revisions
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{{Flag | |||
|files={{Categ|Art(md).ini}} | |||
|values={{Values|string|[[SHP|Shape]] filename without the .shp file extension}} | |||
|default=none | |||
|types={{Categ|BuildingTypes}} | |||
|ts=yes | |||
|fs=yes | |||
|hp=yes | |||
|ra2=yes | |||
|yr=yes | |||
|ares=yes | |||
}} | |||
In | {{f|DoorAnim}} is a {{ts}} era feature used on [[WeaponsFactory|weapons factories]] to play the factory door animation. The animation listed in this flag is played the moment that a unit is created from the factory, and the unit will wait for the animation to complete before exiting, after which the animation is played again in reverse. | ||
Note that this flag does not refer to usual [[Animations|animation types]], instead the given [[SHP|shape file]] is drawn directly by the engine on the building similar to [[Gate|gate animations]]. This means door animations cannot be tweaked by INI controls in any way except for the duration ({{f|DeployTime|link}}) and number of normal (non-shadow) frames ({{f|DoorStages|link}}). As such, the animation's layering cannot be altered (via {{f|ZAdjust|link}} nor {{f|YSortAdjust|link}}). It is always drawn above the produced unit and the building's {{f|DeployingAnim|link}} and {{f|UnderDoorAnim|link}} animations, but behind the building's normal image. In addition, the game will draw the [[shape]] file's remaining frames as shadow frames. | |||
Like gate animations, door animations will play from the first frame to the last normal frame, and then play backwards from that frame back to the first. In both cases, the animation rate is not normalized; the length of the animation (in one direction) is determined by the building's {{f|DeployTime|link}} value. | |||
In {{ra2}}, the door animation logic is still functional but highly obsolete since door animations cannot accomodate aircraft leaving the top of the factory, and conflicts with the {{f|DeployingAnim|link}} and {{f|UnderDoorAnim|link}} animations that now render the layers of the factory which have also unfortunately been hardcoded to play a single frame. | |||
== See Also == | == See Also == | ||
*[[DoorStages]] | *[[DoorStages]] | ||
*[[DeployingAnim]] | |||
*[[UnderDoorAnim]] | |||
*[[DeployTime]] |
Latest revision as of 21:21, 16 June 2023
Flag: | DoorAnim |
File(s): | Art(md).ini |
Values: | Strings: Normal text. (Limited to: Shape filename without the .shp file extension) |
Default: | none |
Applicable to: | BuildingTypes |
DoorAnim is a Tiberian Sun era feature used on weapons factories to play the factory door animation. The animation listed in this flag is played the moment that a unit is created from the factory, and the unit will wait for the animation to complete before exiting, after which the animation is played again in reverse.
Note that this flag does not refer to usual animation types, instead the given shape file is drawn directly by the engine on the building similar to gate animations. This means door animations cannot be tweaked by INI controls in any way except for the duration (DeployTime) and number of normal (non-shadow) frames (DoorStages). As such, the animation's layering cannot be altered (via ZAdjust nor YSortAdjust). It is always drawn above the produced unit and the building's DeployingAnim and UnderDoorAnim animations, but behind the building's normal image. In addition, the game will draw the shape file's remaining frames as shadow frames.
Like gate animations, door animations will play from the first frame to the last normal frame, and then play backwards from that frame back to the first. In both cases, the animation rate is not normalized; the length of the animation (in one direction) is determined by the building's DeployTime value.
In Red Alert 2, the door animation logic is still functional but highly obsolete since door animations cannot accomodate aircraft leaving the top of the factory, and conflicts with the DeployingAnim and UnderDoorAnim animations that now render the layers of the factory which have also unfortunately been hardcoded to play a single frame.