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Specifies whether or not this animation flickers based on the state of nearby Psychic Sensors - you'll be able to see this animation if and only if you own at least one active structure with {{TTL|PsychicDetectionRadius}} greater than zero whose area of effect includes the animation's present location, '''and you are not allied to the house owning this animation'''{{fnl|1}}. | Specifies whether or not this animation flickers based on the state of nearby Psychic Sensors - you'll be able to see this animation if and only if you own at least one active structure with {{TTL|PsychicDetectionRadius}} greater than zero whose area of effect includes the animation's present location, '''and you are not allied to the house owning this animation'''{{fnl|1}}. | ||
Note that like {{TTL|HideIfNoOre|yes}}, this just makes the animation invisible, it doesn't prevent it from "existing" on the map and spawning its attached particle systems or other effects. Unlike {{tt|HideIfNoOre}}, this type of animation can be visible to one player and invisible to another at the same time and not cause a [[Reconnection Error]]. | Note that, like {{TTL|HideIfNoOre|yes}}, this just makes the animation invisible, it doesn't prevent it from "existing" on the map and spawning its attached particle systems or other effects. Unlike {{tt|HideIfNoOre}}, this type of animation can be visible to one player and invisible to another at the same time and not cause a [[Reconnection Error]]. | ||
{{fn|1|The only stock animation with this flag set is invoked by the engine in the target cell of a SuperWeapon with {{TTL|Type|Nuke}}. In this situation, the animation is owned by the house firing the SuperWeapon, and you don't really need to see an indicator that you launched a Nuclear Missile ''there'', your enemies do. That's one possible rationalization, at least.}} | {{fn|1|The only stock animation with this flag set is invoked by the engine in the target cell of a SuperWeapon with {{TTL|Type|Nuke}}. In this situation, the animation is owned by the house firing the SuperWeapon, and you don't really need to see an indicator that you launched a Nuclear Missile ''there'', your enemies do. That's one possible rationalization, at least.}} |
Revision as of 07:14, 25 June 2009
Flag: | PsiWarning |
File(s): | art(md).ini |
Values: | Boolean values: yes or no, true or false, 1 or 0 |
Default: | no |
Applicable to: | Animations |
Specifies whether or not this animation flickers based on the state of nearby Psychic Sensors - you'll be able to see this animation if and only if you own at least one active structure with Template:TTL greater than zero whose area of effect includes the animation's present location, and you are not allied to the house owning this animation1.
Note that, like Template:TTL, this just makes the animation invisible, it doesn't prevent it from "existing" on the map and spawning its attached particle systems or other effects. Unlike HideIfNoOre, this type of animation can be visible to one player and invisible to another at the same time and not cause a Reconnection Error.
1 ↑ The only stock animation with this flag set is invoked by the engine in the target cell of a SuperWeapon with Template:TTL. In this situation, the animation is owned by the house firing the SuperWeapon, and you don't really need to see an indicator that you launched a Nuclear Missile there, your enemies do. That's one possible rationalization, at least.