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Created page with "Productions anims are specific functional animations that play whenever a factory such as a construction yard or war factory produces a building or unit. {{bugs}} In Tiberi..." |
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Productions anims are specific functional animations that play whenever a factory such as a construction yard or war factory produces a building or unit. | Productions anims are specific functional animations that play whenever a factory such as a construction yard or war factory produces a building or unit. Unlike their corresponding tag [[PreProductionAnim]], these are used and functioning in RA2. | ||
A test on conyards, barracks, war factories, airpads, repair depots, and refineries in RA2 shows that: | |||
*Conyards play an anim once every time a building is created | |||
*War factories play an anim once every time a vehicle is created | |||
*Refineries play an animation once every time a harvester docks | |||
*Depots do nothing | |||
*Barracks do nothing | |||
*Airpads do nothing | |||
==See Also== | ==See Also== | ||
*[[PreProductionAnim]] | *[[PreProductionAnim]] |
Revision as of 20:01, 5 August 2021
Productions anims are specific functional animations that play whenever a factory such as a construction yard or war factory produces a building or unit. Unlike their corresponding tag PreProductionAnim, these are used and functioning in RA2.
A test on conyards, barracks, war factories, airpads, repair depots, and refineries in RA2 shows that:
- Conyards play an anim once every time a building is created
- War factories play an anim once every time a vehicle is created
- Refineries play an animation once every time a harvester docks
- Depots do nothing
- Barracks do nothing
- Airpads do nothing