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en>Crimsonum Added flag template + some links. |
Rain-Islet (talk | contribs) m [bot] Batch update {{Bugs}} templates. |
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Determines whether or not this [[BuildingTypes|building]] requires power to function. Enabling this will cause all of the building's active animations to freeze by default whenever it is underpowered. Setting {{f|ActiveAnimPowered|no|link}} in the building's [[art]] entry will negate the freezing effect for that animation. | |||
Under-powered buildings with <tt>Powered=yes</tt> will stop emitting light specified by [[LightVisibility]], and will not fire a weapon if equipped with one. | |||
{{bugs}} | =={{bugs}}== | ||
This tag breaks [[ProductionAnim]] logic such that, if the building has low power, the first frame of the animation is played for the duration, then it disappears. The animation re-appears and goes through the remainder of it's frames as soon as the building regains power. | |||
==See Also== | |||
[[ActiveAnimPowered]] | |||
[[ActiveAnimPoweredLight]] | |||
Latest revision as of 17:43, 2 July 2025
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| Flag: | Powered |
| File(s): | rules(md).ini |
| Values: | Boolean values: yes or no, true or false, 1 or 0 |
| Default: | no |
| Applicable to: | BuildingTypes |
Determines whether or not this building requires power to function. Enabling this will cause all of the building's active animations to freeze by default whenever it is underpowered. Setting ActiveAnimPowered=no in the building's art entry will negate the freezing effect for that animation.
Under-powered buildings with Powered=yes will stop emitting light specified by LightVisibility, and will not fire a weapon if equipped with one.
Bugs/Side-Effects/Unexpected Limitations
This tag breaks ProductionAnim logic such that, if the building has low power, the first frame of the animation is played for the duration, then it disappears. The animation re-appears and goes through the remainder of it's frames as soon as the building regains power.





