ActiveAnimPoweredLight: Difference between revisions
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Rain-Islet (talk | contribs) m [bot] Batch update {{Bugs}} templates. |
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|ts=yes | |ts=yes | ||
|fs=yes | |fs=yes | ||
|ra2=yes | |ra2=yes | ||
|yr=yes | |yr=yes | ||
}} | }} | ||
If set to 'yes', will render an [[ActiveAnim]] animation invisible, if the building it is attached to is underpowered. The tag only works in the specific events that the building is {{f|Powered|yes|link}}, and the active animation is also {{f|ActiveAnimPowered|no|link}}. | |||
=={{bugs}}== | |||
In {{ts}} and {{fs}}, if set on a building, this flag causes the <tt>ActiveAnim=</tt> to play as soon as the building is deployed/placed, without waiting for the [[Buildup|buildup]] animation to be finished first. | |||
==See Also== | |||
[[ActiveAnimPowered]] | |||
[[Powered]] | |||
Latest revision as of 17:06, 2 July 2025
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| Flag: | ActiveAnimPoweredLight |
| File(s): | Art(md).ini |
| Values: | Boolean values: yes or no, true or false, 1 or 0 |
| Default: | yes |
| Applicable to: | BuildingTypes |
If set to 'yes', will render an ActiveAnim animation invisible, if the building it is attached to is underpowered. The tag only works in the specific events that the building is Powered=yes, and the active animation is also ActiveAnimPowered=no.
Bugs/Side-Effects/Unexpected Limitations
In Tiberian Sun and Firestorm, if set on a building, this flag causes the ActiveAnim= to play as soon as the building is deployed/placed, without waiting for the buildup animation to be finished first.





