ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.
HideIfNoOre: Difference between revisions
Jump to navigation
Jump to search
Nighthawk200 (talk | contribs) Adding per DCoder's info... and because this flag seems pointlessly amusing. |
EvilRenegade (talk | contribs) m Replacing Template:TTL with Template:F. |
||
Line 9: | Line 9: | ||
This rather unusual flag does exactly what it says on the tin. If the cell in which this animation is triggered does not contain a TiberiumType, then the animation is "hidden". In other words, the animation plays, all spawned particles will get created, and so on, except that none of it will be shown on screen. | This rather unusual flag does exactly what it says on the tin. If the cell in which this animation is triggered does not contain a TiberiumType, then the animation is "hidden". In other words, the animation plays, all spawned particles will get created, and so on, except that none of it will be shown on screen. | ||
Curiously, this same hiding effect happens to the {{ | Curiously, this same hiding effect happens to the {{f|Behind|link}} animation whenever the Show Hidden Objects option is disabled in the game menu. |
Revision as of 08:06, 27 November 2009
Flag: | HideIfNoOre |
File(s): | art(md).ini |
Values: | Boolean values: yes or no, true or false, 1 or 0 |
Applicable to: | Animations |
This rather unusual flag does exactly what it says on the tin. If the cell in which this animation is triggered does not contain a TiberiumType, then the animation is "hidden". In other words, the animation plays, all spawned particles will get created, and so on, except that none of it will be shown on screen.
Curiously, this same hiding effect happens to the Behind animation whenever the Show Hidden Objects option is disabled in the game menu.