CellAnim
Flag: | CellAnim |
File(s): | rules(md).ini |
Values: | ERROR – No value types set! Please edit this page and fix the Flag template! |
This entry was copied from DeeZire's Red Alert 2 and Yuris Revenge INI Editing Guide for the sake of completeness. As it is not our intention to rip off DeeZire's work, this article is subject to a re-write and update with the latest community knowledge. For further information, please read Inclusion of The Guide. |
Specifies the animation to display in the cell occupied by this overlay. The animation must be included in the [Animations] list and defined in the ART file, plus it should also be a theater specific animation (since, like the overlay itself, it is displayed with the same theater-specific logic which requires Theater=yes in the ART file). This is was used for the big blue Tiberium crystal in Tiberian Sun but is unused in Red Alert 2 although it would have been a much simpler way of implementing the 'Ore twinkle' effect - the animation will only display when the overlay itself is present in the cell. TIP: attaching an invisible animation to the various Ore overlays and giving it HideIfNoOre=true and a Damage= value in the ART file is a crude way of implementing the effect where units suffer loss of health when stood in Ore, as they did in Tiberian Sun.