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Difference between revisions of "ChargedAnimTime"

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Used on [[BuildingTypes]] that have {{TTL|SuperWeapon}}, or {{TTL|SuperWeapon2}}, defined and determines the time in which a superweapon's charge timer should trigger the structure's SuperAnim sequences. Purely used as a visual effect to show a superweapon structure's state of readiness.
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Used on [[BuildingTypes]] that have {{f|SuperWeapon|link}}, or {{f|SuperWeapon2|link}}, defined and determines the time in which a superweapon's charge timer should trigger the structure's SuperAnim sequences. Purely used as a visual effect to show a superweapon structure's state of readiness.
  
 
==Note==
 
==Note==
Should the structure house multiple superweapons, ChargedAnimTime applies to each one and does not work independently of each other.
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Should the structure house multiple superweapons, ChargedAnimTime does not work independently of each and will trigger the structure's SuperAnim when either one reaches the specified time.

Latest revision as of 09:45, 27 November 2009

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: ChargedAnimTime
File(s): rules(md).ini
Values: Integers
Default: 0
Applicable to: BuildingTypes


Used on BuildingTypes that have SuperWeapon, or SuperWeapon2, defined and determines the time in which a superweapon's charge timer should trigger the structure's SuperAnim sequences. Purely used as a visual effect to show a superweapon structure's state of readiness.

Note

Should the structure house multiple superweapons, ChargedAnimTime does not work independently of each and will trigger the structure's SuperAnim when either one reaches the specified time.