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SuperAnim: Difference between revisions

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The SuperAnim logic works in four parts:
The ''SuperAnim'' logic works in four parts:


*An anim to play once while going from not ready to ready   
{| class="wikitable"
*An anim to loop while the superweapon is ready  
! Flag                !! function
*An anim to play while going from ready to fire to not ready
|-
*An anim to loop while the superweapon is not ready
| {{f|SuperAnim}}    || play once while going from not ready to ready.
 
|-
SuperAnim= is the first of these that loops while the superweapon is not charged
| {{f|SuperAnimTwo}} || loop while the superweapon is ready.
|-
| {{f|SuperAnimThree}}|| play while going from ready to fire to not ready.
|-
| {{f|SuperAnimFour}} || loop while the superweapon is not ready.
|}


== See Also ==
== See Also ==
*[[SuperAnimTwo]]
*[[SuperAnimThree]]
*[[SuperAnimFour]]
*[[ChargedAnimTime]]
*[[ChargedAnimTime]]

Latest revision as of 17:34, 12 April 2025

Tiberian Dawn The Covert Operations Red Alert Counterstrike Aftermath Tiberian Sun Firestorm HyperPatch Red Alert 2 Yuri's Revenge Ares Generals Zero Hour Tiberium Wars Kane's Wrath
Flag: SuperAnim
File(s): Art(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: no
Applicable to: BuildingTypes


The SuperAnim logic works in four parts:

Flag function
SuperAnim play once while going from not ready to ready.
SuperAnimTwo loop while the superweapon is ready.
SuperAnimThree play while going from ready to fire to not ready.
SuperAnimFour loop while the superweapon is not ready.

See Also