SpecialAnim: Difference between revisions
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* [[Bunker|Tank bunker]] extend animation to appear in front of the tank | * [[Bunker|Tank bunker]] extend animation to appear in front of the tank | ||
{{Bugs}} | =={{Bugs}}== | ||
* In {{ra2}} and {{yr}}, using special anims with refineries gives highly unusual results; if the harvester has no ore, then the animation will not be played at all. It appears that the animation plays frames, up to a short but unknown limit, depending on how much ore the harvester deposits. Presumably this is part of an unused logic to play an 'ore dumping' animation. | * In {{ra2}} and {{yr}}, using special anims with refineries gives highly unusual results; if the harvester has no ore, then the animation will not be played at all. It appears that the animation plays frames, up to a short but unknown limit, depending on how much ore the harvester deposits. Presumably this is part of an unused logic to play an 'ore dumping' animation. | ||
* If {{f|SpecialAnim}} is used with {{f|IsAnimDelayedFire|link}} and all related flags, the {{f|Image|link}} from {{f|Primary|link}} and {{f|ElitePrimary|link}} is ignored. | * If {{f|SpecialAnim}} is used with {{f|IsAnimDelayedFire|link}} and all related flags, the {{f|Image|link}} from {{f|Primary|link}} and {{f|ElitePrimary|link}} is ignored. | ||
Latest revision as of 17:52, 2 July 2025
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| Flag: | SpecialAnim |
| File(s): | Art(md).ini |
| Values: | Strings: Normal text. (Limited to: Animations) |
| Default: | none |
| Applicable to: | BuildingTypes |
Specifies a special animation attached to this building. The condition and function of the animation depends on the building type:
- Tiberium/Ore silo fill animation (requires SiloDamage=yes)
- First stage of the service depot/repair depot/naval yard vehicle/ship repair animation
- Weapon charging animation
- Grinder grinding animation
- Tank bunker extend animation to appear in front of the tank
Bugs/Side-Effects/Unexpected Limitations
- In Red Alert 2 and Yuri's Revenge, using special anims with refineries gives highly unusual results; if the harvester has no ore, then the animation will not be played at all. It appears that the animation plays frames, up to a short but unknown limit, depending on how much ore the harvester deposits. Presumably this is part of an unused logic to play an 'ore dumping' animation.
- If SpecialAnim is used with IsAnimDelayedFire and all related flags, the Image from Primary and ElitePrimary is ignored.





