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Crimsonum (talk | contribs)
Added flag template + some links.
 
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{{DeeZireInclusion}}<br />
{{Flag
Can be set to 'yes' or 'no' and determines whether or not this BuildingType requires power to function. If a structure has this set to 'yes' and the player is in a low-power situation, then the structure will be considered 'disabled' - it will not fire any weapons or emit light. It will also not animate if any of its animations have ActiveAnimPowered=yes set in its ART.INI entry.
|name={{PAGENAME}}
|files={{Categ|ini=rules}}
|types={{Categ|BuildingTypes}}
|values={{values|boolean}}
|default=no
|ts=yes
|fs=yes
|hp=yes
|ra2=yes
|yr=yes
|ares=yes
}}
 
Determines whether or not this [[BuildingType|building]] requires power to function. Enabling this will cause all of the building's active animations to freeze by default whenever it is underpowered. Setting {{f|ActiveAnimPowered|no|link}} in the building's [[art]] entry will negate the freezing effect for that animation. Underpowered buildings with {{PAGENAME}} enabled will also stop emitting light if it is a lightpost, and will also not fire its weapons.  
 
{{bugs}}
 
This tag breaks {{f|ProductionAnim|link}} logic such that, if the building has low power, the first frame of the production anim is played for the duration of the animation, then the animation disappears. The animation re-appears and goes through the remainder of it's frames as soon as the building regains power.
 
==See Also==
*[[ActiveAnimPowered]]
*[[ActiveAnimPoweredLight]]

Latest revision as of 21:14, 15 January 2023

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: Powered
File(s): rules(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: no
Applicable to: BuildingTypes


Determines whether or not this building requires power to function. Enabling this will cause all of the building's active animations to freeze by default whenever it is underpowered. Setting ActiveAnimPowered=no in the building's art entry will negate the freezing effect for that animation. Underpowered buildings with Powered enabled will also stop emitting light if it is a lightpost, and will also not fire its weapons.

Bugs/Side-Effects/Unexpected Limitations

This tag breaks ProductionAnim logic such that, if the building has low power, the first frame of the production anim is played for the duration of the animation, then the animation disappears. The animation re-appears and goes through the remainder of it's frames as soon as the building regains power.

See Also