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InfantryAbsorb: Difference between revisions
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{{ | {{Flag | ||
|name={{PAGENAME}} | |||
|files={{Categ|Rules(md).ini}} | |||
|values={{Values|boolean}} | |||
|default=no | |||
|types={{Categ|BuildingTypes}} | |||
|yr=yes | |||
|ares=yes | |||
}} | |||
{{f|InfantryAbsorb}} is used on the YR bio reactor and allows infantry to occupy the building, where they will increase the building's [[power]] output. This flag will also enable the bio reactor art hack where the building's [[ActiveAnim|active animation 1]] and [[ActiveAnimTwo|2]] will play only when the power plant is unoccupied and occupied, respectively. Additionally, the building's [[IdleAnim|idle anim]] will be played on loop as an active anim, though curious to note is that [[ActiveAnimThree|active anims 3]] and [[ActiveAnimFour|4]] will still work properly. | |||
==note== | |||
After buildup, the 'full' animation will play for 1 frame before reverting to the empty animation | |||
== See Also == | |||
* [[UnitAbsorb]] |
Latest revision as of 17:05, 22 May 2022
Flag: | InfantryAbsorb |
File(s): | Rules(md).ini |
Values: | Boolean values: yes or no, true or false, 1 or 0 |
Default: | no |
Applicable to: | BuildingTypes |
InfantryAbsorb is used on the YR bio reactor and allows infantry to occupy the building, where they will increase the building's power output. This flag will also enable the bio reactor art hack where the building's active animation 1 and 2 will play only when the power plant is unoccupied and occupied, respectively. Additionally, the building's idle anim will be played on loop as an active anim, though curious to note is that active anims 3 and 4 will still work properly.
note
After buildup, the 'full' animation will play for 1 frame before reverting to the empty animation