DoorAnim: Difference between revisions
Created page with "DoorAnim= is a tiberian sun era feature used on war factories where the anim listed under DoorAnim= is played the moment that a unit is created from the factory, and was used..." |
No edit summary |
||
Line 2: | Line 2: | ||
In RA2 the logic is still functional but highly obsolete since DoorAnim's cannot accomodate aircraft leaving the top of the factory, and conflicts with the [[DeployingAnim]] and [[UnderDoorAnim]] animations that now render the layers of the factory which have also unfortunately been hardcoded to play a single frame. | In RA2 the logic is still functional but highly obsolete since DoorAnim's cannot accomodate aircraft leaving the top of the factory, and conflicts with the [[DeployingAnim]] and [[UnderDoorAnim]] animations that now render the layers of the factory which have also unfortunately been hardcoded to play a single frame. | ||
== See Also == | |||
*[[DoorStages]] |
Revision as of 19:23, 8 January 2022
DoorAnim= is a tiberian sun era feature used on war factories where the anim listed under DoorAnim= is played the moment that a unit is created from the factory, and was used to play the door animation. The logic uses arcane animation methods similar to gate logic where, instead of reading a conventional building animation entry, it reads the DoorAnim='s raw shp file sequence for the frame count specified in the DoorStages= entry. Door animations have no way to control for ZAdjust nor YSort, and automatically assume that the .shp file has shadow frames.
In RA2 the logic is still functional but highly obsolete since DoorAnim's cannot accomodate aircraft leaving the top of the factory, and conflicts with the DeployingAnim and UnderDoorAnim animations that now render the layers of the factory which have also unfortunately been hardcoded to play a single frame.