Specifies whether or not this [[BuildingTypes|building's]] or [[Animations|animation's]] [[image]] lays flat on the ground. Normally, the object's Z-axis extends in upward direction in 3D-space. If this flag is enabled, the [[ZAdjust|Z-axis]] for this object is laid out "flat" in the northwest direction on the XY-plane of reference. The specific algorithm can be found in the coordinate system of [https://bbs.ra2diy.com/forum.php?mod=viewthread&tid=24951 this RA2DIY forum post].
States if this [[BuildingTypes|building]] or [[animation]] lays flat on the ground. This flag helps the game's drawing logic in determining [[layer|layers]] and where to draw it.
On animations, this flag disables the animation's [[shadow]] (note that in {{ts}}, animations cannot have shadows anyway).
For animations, this flag also moves the animation 3 pixels up on the Y-axis, and has code for disabling the animation's shadow (although animation shadows don't work anyway).
The attack height (the height set by the [[FLH]] tag) affects the <b>Flat</b> tag if the <b>H</b> value (from [[FLH]]) is a negative value that will affect the height of the animation. The more negative The animation will be much lower (only <b>H=-1</b> to <b>H=-9</b> is supported. Values greater than <b>9</b> will Make the animation disappear and heard only the sound)<br>[[File:H=-9.png]]<br><h3><b>H=-9</b></h3><br>The {{f|Tiled|yes|link}} tag destroys changes made to <b>H</b> values.<br>tag [[YDrawOffset]] can compensate for changed <b>H</b> values The value inside the [[YDrawOffset]] tag must be negative equal to the negative <b>H</b> value. Example: <b>H=-9</b> {{f|YDrawOffset|-9|link}}
==Note==
<i>"and has code for disabling the animation's shadow (in TS animation shadows don't work anyway)"</i><br>
*In fact, the shadow logic on this tag still works. The actual shadow color will not work. But if you try adding other colors to the shadows. Shadow colors will work as normal.<br>[[File:Color of Shadow.png]][[File:Color of Shadow1.gif]]<br>
*The <b>Flat</b> tag has side effects. When used with large animations or animations that are too tall<br>[[File:side effects of tag Flat.png]]<br>
*Shadows of images defined in the [[Projectile]] section will be displayed normally.<br>[[File:Flat on Image (Projectile).png]]<br>
=={{Bugs}}==
*If [[Projectile]] has '''Image=Voxel x''' any Then '''Voxel x''' have '''Flat=true''' in the '''[[Art.ini]]''' or '''[[Artmd.ini]]''' section will cause Voxel to not work efficiently<br>According to the video below<br>
https://www.youtube.com/watch?v=bwB6BhmGX6g
*If the vehicle animation [[Voxel]] is currently playing. while the unit is tilting will produce strange results.<br>
Specifies whether or not this building's or animation'simage lays flat on the ground. Normally, the object's Z-axis extends in upward direction in 3D-space. If this flag is enabled, the Z-axis for this object is laid out "flat" in the northwest direction on the XY-plane of reference. The specific algorithm can be found in the coordinate system of this RA2DIY forum post.
On animations, this flag disables the animation's shadow (note that in Tiberian Sun, animations cannot have shadows anyway).
The attack height (the height set by the FLH tag) affects the Flat tag if the H value (from FLH) is a negative value that will affect the height of the animation. The more negative The animation will be much lower (only H=-1 to H=-9 is supported. Values greater than 9 will Make the animation disappear and heard only the sound) File:H=-9.png
H=-9
The Tiled=yes tag destroys changes made to H values. tag YDrawOffset can compensate for changed H values The value inside the YDrawOffset tag must be negative equal to the negative H value. Example: H=-9YDrawOffset=-9
Note
"and has code for disabling the animation's shadow (in TS animation shadows don't work anyway)"
In fact, the shadow logic on this tag still works. The actual shadow color will not work. But if you try adding other colors to the shadows. Shadow colors will work as normal. File:Color of Shadow.pngFile:Color of Shadow1.gif
If Projectile has Image=Voxel x any Then Voxel x have Flat=true in the Art.ini or Artmd.ini section will cause Voxel to not work efficiently According to the video below