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Difference between revisions of "DoorAnim"

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DoorAnim= is a tiberian sun era feature used on war factories where the anim listed under DoorAnim= is played the moment that a unit is created from the factory, and was used to play the door animation. The logic uses arcane animation methods similar to gate logic where, instead of reading a conventional building animation entry, it reads the DoorAnim='s raw shp file sequence for the frame count specified in the [[DoorStages]]= entry. Door animations have no way to control for ZAdjust nor YSort, and automatically assume that the .shp file has shadow frames. Like gates, door anims will play from the first frame to the last frame, and then play backwards from the last frame back to the first creating a loop. DoorAnim animation rate is not normalized; instead, the length of the animation is actually determinant on how long it takes the vehicle to leave the war factory.
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{{Flag
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|files={{Categ|Art(md).ini}}
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|values={{Values|string|[[SHP|Shape]] filename without the .shp file extension}}
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|default=none
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|types={{Categ|BuildingTypes}}
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|ts=yes
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|fs=yes
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|hp=yes
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|ra2=yes
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|yr=yes
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|ares=yes
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}}
  
In RA2 the logic is still functional but highly obsolete since DoorAnim's cannot accomodate aircraft leaving the top of the factory, and conflicts with the [[DeployingAnim]] and [[UnderDoorAnim]] animations that now render the layers of the factory which have also unfortunately been hardcoded to play a single frame.
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{{f|DoorAnim}} is a {{ts}} era feature used on [[WeaponsFactory|weapons factories]] to play the factory door animation. The animation listed in this flag is played the moment that a unit is created from the factory, and the unit will wait for the animation to complete before exiting, after which the animation is played again in reverse.
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Note that this flag does not refer to usual [[Animations|animation types]], instead the given [[SHP|shape file]] is drawn directly by the engine on the building similar to [[Gate|gate animations]]. This means door animations cannot be tweaked by INI controls in any way except for the duration ({{f|DeployTime|link}}) and number of normal (non-shadow) frames ({{f|DoorStages|link}}). As such, the animation's layering cannot be altered (via {{f|ZAdjust|link}} nor {{f|YSortAdjust|link}}). It is always drawn above the produced unit and the building's {{f|DeployingAnim|link}} and {{f|UnderDoorAnim|link}} animations, but behind the building's normal image. In addition, the game will draw the [[shape]] file's remaining frames as shadow frames.
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Like gate animations, door animations will play from the first frame to the last normal frame, and then play backwards from that frame back to the first. In both cases, the animation rate is not normalized; the length of the animation (in one direction) is determined by the building's {{f|DeployTime|link}} value.
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In {{ra2}}, the door animation logic is still functional but highly obsolete since door animations cannot accomodate aircraft leaving the top of the factory, and conflicts with the {{f|DeployingAnim|link}} and {{f|UnderDoorAnim|link}} animations that now render the layers of the factory which have also unfortunately been hardcoded to play a single frame.
  
 
== See Also ==
 
== See Also ==
 
*[[DoorStages]]
 
*[[DoorStages]]
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*[[DeployingAnim]]
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*[[UnderDoorAnim]]
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*[[DeployTime]]

Latest revision as of 23:21, 16 June 2023

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: DoorAnim
File(s): Art(md).ini
Values: Strings: Normal text. (Limited to: Shape filename without the .shp file extension)
Default: none
Applicable to: BuildingTypes


DoorAnim is a Tiberian Sun era feature used on weapons factories to play the factory door animation. The animation listed in this flag is played the moment that a unit is created from the factory, and the unit will wait for the animation to complete before exiting, after which the animation is played again in reverse.

Note that this flag does not refer to usual animation types, instead the given shape file is drawn directly by the engine on the building similar to gate animations. This means door animations cannot be tweaked by INI controls in any way except for the duration (DeployTime) and number of normal (non-shadow) frames (DoorStages). As such, the animation's layering cannot be altered (via ZAdjust nor YSortAdjust). It is always drawn above the produced unit and the building's DeployingAnim and UnderDoorAnim animations, but behind the building's normal image. In addition, the game will draw the shape file's remaining frames as shadow frames.

Like gate animations, door animations will play from the first frame to the last normal frame, and then play backwards from that frame back to the first. In both cases, the animation rate is not normalized; the length of the animation (in one direction) is determined by the building's DeployTime value.

In Red Alert 2, the door animation logic is still functional but highly obsolete since door animations cannot accomodate aircraft leaving the top of the factory, and conflicts with the DeployingAnim and UnderDoorAnim animations that now render the layers of the factory which have also unfortunately been hardcoded to play a single frame.

See Also