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Difference between revisions of "YSortAdjust"

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Defines the adjustment, in leptons, to apply when sorting this [[animation]] object in its [[layer]]. In most cases, this affects how the animation is drawn relative to other objects on the same layer. By default, objects are sorted based on the sum of their X and Y coordinates, on which {{f|{{PAGENAME}}}} is directly applied. Therefore, negative numbers sort the animation behind and positive numbers sort the animation in front of other objects.
 
Defines the adjustment, in leptons, to apply when sorting this [[animation]] object in its [[layer]]. In most cases, this affects how the animation is drawn relative to other objects on the same layer. By default, objects are sorted based on the sum of their X and Y coordinates, on which {{f|{{PAGENAME}}}} is directly applied. Therefore, negative numbers sort the animation behind and positive numbers sort the animation in front of other objects.
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{{Bugs}}
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*{{f|{{PAGENAME}}}} only works on the ground [[layer]].
  
 
==See also==
 
==See also==

Latest revision as of 17:11, 5 February 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: YSortAdjust
File(s): Art(md).ini
Values: Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767.
Default: 0
Applicable to: Animations


Defines the adjustment, in leptons, to apply when sorting this animation object in its layer. In most cases, this affects how the animation is drawn relative to other objects on the same layer. By default, objects are sorted based on the sum of their X and Y coordinates, on which YSortAdjust is directly applied. Therefore, negative numbers sort the animation behind and positive numbers sort the animation in front of other objects.

Cc alert.png Bugs/Side-Effects/Unexpected Limitations

  • YSortAdjust only works on the ground layer.

See also