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ProductionAnim: Difference between revisions

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Service depots can use ProductionAnim in TS
 
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Productions animations (production anims for short) are special [[animations]] that play whenever certain buildings are producing something, e.g. when a [[ConstructionYard|construction yard]] produces a building or a [[WeaponsFactory|war factory]] produces a unit. Unlike [[PreProductionAnim|pre-production anims]], production anims are used and fully functional in [[Red Alert 2]].
Productions animations (production anims for short) are special [[animations]] that play whenever certain buildings are producing something, e.g. when a [[ConstructionYard|construction yard]] produces a building or a [[WeaponsFactory|war factory]] produces a unit. Unlike [[PreProductionAnim|pre-production anims]], production anims are used and fully functional in [[Red Alert 2]].


A test on con. yards, barracks, war factories, airpads, repair depots, and refineries in Red Alert 2 shows that:
A test on con. yards, barracks, war factories, airpads, repair depots, and refineries shows that:


*If {{f|ConstructionYard|yes|link}}, [[ConstructionYard|Construction yards]] play this animation once every time a building is created
*If {{f|ConstructionYard|yes|link}}, [[Factory#BuildingType|construction yards]] play this animation once every time a building is created
*If {{f|WeaponsFactory|yes|link}}, [[Factory#UnitType|War factories]] and [[Factory#InfantryType|Barracks]] play this animation once every time a vehicle or infantry is created
*If {{f|WeaponsFactory|yes|link}}, [[Factory#UnitType|war factories]] and [[Factory#InfantryType|barracks]] play this animation once every time a vehicle or infantry is created
*[[Refinery|Refineries]] play this animation once every time a [[harvester]] docks. The harvester will be unable to auto(no manual) leave until the animation has finished playing.
*[[Refinery|Refineries]] play this animation once every time a [[harvester]] docks. The harvester will be unable to automatically leave until the animation has finished playing (the player can still manually order the harvester to leave at any time).
*[[UnitRepair|Repair depots]] do nothing ({{f|SpecialAnim|link}} is used instead)
*[[Factory#AircraftType|Helipads]] do nothing
*[[Factory#AircraftType|Airpads]] do nothing
*In {{ts}}, [[UnitRepair|service depots]] play this animation during the first 2/3rds of the repair animation sequence (i.e. during {{f|SpecialAnim|link}} and {{f|SpecialAnimTwo|link}}).


==See Also==
==See Also==

Latest revision as of 09:18, 26 April 2025

Tiberian Dawn Red Alert Tiberian Sun Firestorm Red Alert 2 Yuri's Revenge
Flag: ProductionAnim
File(s): Art(md).ini
Values: Strings: Normal text. (Limited to: Animations)
Default: none
Applicable to: BuildingTypes


Productions animations (production anims for short) are special animations that play whenever certain buildings are producing something, e.g. when a construction yard produces a building or a war factory produces a unit. Unlike pre-production anims, production anims are used and fully functional in Red Alert 2.

A test on con. yards, barracks, war factories, airpads, repair depots, and refineries shows that:

See Also