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ProductionAnim: Difference between revisions
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{{Flag | |||
|files={{Categ|Art(md).ini}} | |||
|values={{Values|string|[[Animations]]}} | |||
|default=none | |||
|types={{Categ|BuildingTypes}} | |||
|ts=yes | |||
|fs=yes | |||
|hp=yes | |||
|ra2=yes | |||
|yr=yes | |||
|ares=yes | |||
}} | |||
Productions animations (production anims for short) are special [[animations]] that play whenever certain buildings are producing something, e.g. when a [[ConstructionYard|construction yard]] produces a building or a [[WeaponsFactory|war factory]] produces a unit. Unlike [[PreProductionAnim|pre-production anims]], production anims are used and fully functional in [[Red Alert 2]]. | |||
* | A test on con. yards, barracks, war factories, airpads, repair depots, and refineries in Red Alert 2 shows that: | ||
*War factories play | |||
*Refineries play | *[[ConstructionYard|Construction yards]] play this animation once every time a building is created | ||
* | *[[WeaponsFactory|War factories]] play this animation once every time a vehicle is created | ||
*Barracks do nothing | *[[Refinery|Refineries]] play this animation once every time a [[harvester]] docks. The harvester will be unable to leave until the animation has finished playing. | ||
*Airpads do nothing | *[[UnitRepair|Repair depots]] do nothing ({{f|SpecialAnim|link}} is used instead) | ||
*[[Factory#InfantryType|Barracks]] do nothing | |||
*[[Factory#AircraftType|Airpads]] do nothing | |||
==See Also== | ==See Also== | ||
*[[ProductionAnimDamaged]] | |||
*[[ProductionAnimX]] | |||
*[[ProductionAnimY]] | |||
*[[ProductionAnimZAdjust]] | |||
*[[ProductionAnimYSort]] | |||
*[[PreProductionAnim]] | *[[PreProductionAnim]] | ||
*[[SpecialAnim]] |
Latest revision as of 08:54, 20 June 2023
Flag: | ProductionAnim |
File(s): | Art(md).ini |
Values: | Strings: Normal text. (Limited to: Animations) |
Default: | none |
Applicable to: | BuildingTypes |
Productions animations (production anims for short) are special animations that play whenever certain buildings are producing something, e.g. when a construction yard produces a building or a war factory produces a unit. Unlike pre-production anims, production anims are used and fully functional in Red Alert 2.
A test on con. yards, barracks, war factories, airpads, repair depots, and refineries in Red Alert 2 shows that:
- Construction yards play this animation once every time a building is created
- War factories play this animation once every time a vehicle is created
- Refineries play this animation once every time a harvester docks. The harvester will be unable to leave until the animation has finished playing.
- Repair depots do nothing (SpecialAnim is used instead)
- Barracks do nothing
- Airpads do nothing