ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.

ActiveAnimPoweredLight: Difference between revisions

From ModEnc
Jump to navigation Jump to search
McPwny (talk | contribs)
No edit summary
Crimsonum (talk | contribs)
Restored bug section and specified that it's a TS bug.
Line 16: Line 16:
This flag, if set to yes, will render an active animation as invisible if the building it is attached to is underpowered. The flag only works in the specific events that the building is [[Powered]]=yes, and the active animation is also [[ActiveAnimPowered]]=no.  
This flag, if set to yes, will render an active animation as invisible if the building it is attached to is underpowered. The flag only works in the specific events that the building is [[Powered]]=yes, and the active animation is also [[ActiveAnimPowered]]=no.  


{{bugs}}
In {{ts}} and {{fs}}, if set on a building, this flag causes the building's [[ActiveAnim]] to play as soon as the building is deployed, instead of waiting for the [[Buildup|buildup]] animation to be finished first.


==See Also==
==See Also==

Revision as of 13:45, 10 January 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: ActiveAnimPoweredLight
File(s): Art(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: yes
Applicable to: BuildingTypes



This flag, if set to yes, will render an active animation as invisible if the building it is attached to is underpowered. The flag only works in the specific events that the building is Powered=yes, and the active animation is also ActiveAnimPowered=no.

Bugs/Side-Effects/Unexpected Limitations

In Tiberian Sun and Firestorm, if set on a building, this flag causes the building's ActiveAnim to play as soon as the building is deployed, instead of waiting for the buildup animation to be finished first.

See Also