ShouldUseCellDrawer: Difference between revisions
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|files={{Categ|art(md).ini}} | |files={{Categ|art(md).ini}} | ||
|values={{Values|boolean}} | |values={{Values|boolean}} | ||
|default= | |default=yes | ||
|types={{Categ|Animations}} | |types={{Categ|Animations}} | ||
|ts=yes | |ts=yes | ||
|fs=yes | |fs=yes | ||
|ra2=yes | |ra2=yes | ||
|yr=yes | |yr=yes | ||
}} | }} | ||
If | Most objects like [[BuildingTypes|buildings]] normally use the same palette to draw attached animations as for the base object. If <tt>ShouldUseCellDrawer=false</tt> is set on an [[Animations|animation]], then it will force the animation [[palette]] (ANIM.PAL) to be used where it otherwise wouldn't. | ||
== | In cases where the animation palette should not be used, such as [[TileSets]] animation which uses the terrain palette (ISOxxx.PAL), like the waterfalls, setting <tt>ShouldUseCellDrawer=true</tt> will force the palette used by the cell. | ||
=={{Bugs}}== | |||
[[Ares]] provides the option of using <tt>CustomPalette=</tt> to specify a palette for the building animation that is independent of the building itself, but you must first disable <tt>ShouldUseCellDrawer</tt>. See: http://ares-developers.github.io/Ares-docs/new/customanimationandprojectilepalettes.html | |||
==See Also== | |||
[[AltPalette]] - for Anims | |||
[[AnimPalette]] - for Projectiles | |||
[[TerrainPalette]] - for Units/Buildings | |||
[[Palette]] - for Buildings | |||
Latest revision as of 17:50, 2 July 2025
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| Flag: | ShouldUseCellDrawer |
| File(s): | art(md).ini |
| Values: | Boolean values: yes or no, true or false, 1 or 0 |
| Default: | yes |
| Applicable to: | Animations |
Most objects like buildings normally use the same palette to draw attached animations as for the base object. If ShouldUseCellDrawer=false is set on an animation, then it will force the animation palette (ANIM.PAL) to be used where it otherwise wouldn't.
In cases where the animation palette should not be used, such as TileSets animation which uses the terrain palette (ISOxxx.PAL), like the waterfalls, setting ShouldUseCellDrawer=true will force the palette used by the cell.
Bugs/Side-Effects/Unexpected Limitations
Ares provides the option of using CustomPalette= to specify a palette for the building animation that is independent of the building itself, but you must first disable ShouldUseCellDrawer. See: http://ares-developers.github.io/Ares-docs/new/customanimationandprojectilepalettes.html
See Also
AltPalette - for Anims
AnimPalette - for Projectiles
TerrainPalette - for Units/Buildings
Palette - for Buildings





