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InfantryAbsorb: Difference between revisions

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{{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.
{{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 ==
== See Also ==
* [[UnitAbsorb]]
* [[UnitAbsorb]]

Latest revision as of 17:05, 22 May 2022

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: 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

See Also