PingPong: Difference between revisions
The exact looping behavior and bugs ought to be clarified more if anyone feels like testing that. |
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This flag specifies whether an [[animation]] should reverse after completing a loop. If {{f|PingPong|yes}}, the animation will play forward until it reaches the [[frame]] defined by {{f|LoopEnd|link}}. It will then play backwards from {{f|LoopEnd}} to {{f|LoopStart|link}}. If {{f|LoopCount|-1|link}} (infinite loop), the animation will repeat a cycle of playing backward and forward. | This flag specifies whether an [[animation]] should reverse after completing a loop. If {{f|PingPong|yes}}, the animation will play forward until it reaches the [[frame]] defined by {{f|LoopEnd|link}}. It will then play backwards from {{f|LoopEnd}} to {{f|LoopStart|link}}. If {{f|LoopCount|-1|link}} (infinite loop), the animation will repeat a cycle of playing backward and forward. | ||
<p style="background-color:#ffcccc;"><font style="color:red">Even though the SHP fortification animation is the same type of animation as other animations, But this flag cannot be used on turrets!</font>🥱</p> | |||
{{Bugs}} | {{Bugs}} |
Latest revision as of 02:45, 21 July 2024
Flag: | PingPong |
File(s): | art(md).ini |
Values: | Boolean values: yes or no, true or false, 1 or 0 |
Default: | no |
Applicable to: | Animations |
This flag specifies whether an animation should reverse after completing a loop. If PingPong=yes, the animation will play forward until it reaches the frame defined by LoopEnd. It will then play backwards from LoopEnd to LoopStart. If LoopCount=-1 (infinite loop), the animation will repeat a cycle of playing backward and forward.
Even though the SHP fortification animation is the same type of animation as other animations, But this flag cannot be used on turrets!🥱
Bugs/Side-Effects/Unexpected Limitations
PingPong is a bugged key. It causes the game to become confused when the animation has damage frames. The Tiberian Sun GDI Radar has this bug. The damaged radar dish animation will jump between frames and once the GDI Radar is fully repaired it will continue to play the damaged radar dish animation.