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IsFlamingGuy: Difference between revisions
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*[[Animations]] can be played at altitudes of <b>600</b>. Higher altitudes are completely ignored.<br> | *[[Animations]] can be played at altitudes of <b>600</b>. Higher altitudes are completely ignored.<br> | ||
*Sometimes [[Animations]] will run regardless of how high they are. And it will run continuously until it expires. It was as if it were running at ground level. | *Sometimes [[Animations]] will run regardless of how high they are. And it will run continuously until it expires. It was as if it were running at ground level. | ||
*If this tag is used together with the {{f|Reverse|yes|link}} When [[Animations]] touches water or falls from a height. [[Animations]] will be played in reverse + will not move anywhere + [[Animations]] will continue until they expire. |
Revision as of 16:23, 15 September 2024
Flag: | IsFlamingGuy |
File(s): | Art(md).ini |
Values: | Boolean values: yes or no, true or false, 1 or 0 |
Default: | no |
Applicable to: | Animations |
Specifies if the animation is a "flaming guy" animation, which means that the selected animation can move around a bit before decay. If set, the animation is expected to be in vehicle SHP format, having a valid RunningFrames set as well and it will be played on unittem.pal in Tiberian Sun.
Should be used only on death animations (InfDeath and DeathAnims).
Note
- Animations can be played at altitudes of 600. Higher altitudes are completely ignored.
- Sometimes Animations will run regardless of how high they are. And it will run continuously until it expires. It was as if it were running at ground level.
- If this tag is used together with the Reverse=yes When Animations touches water or falls from a height. Animations will be played in reverse + will not move anywhere + Animations will continue until they expire.