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Is there a pre-animation before the building fires, such as the original Prism Tower and Tesla Coil, with the pre-animation specified by [[SpecialAnim]]. When the <tt>SpecialAnim</tt> is played, [[ActiveAnim]] is removed, and switches back only after firing.


Is there a pre-animation before the building fires, such as the original Prism Tower and Tesla Coil, with the pre-animation specified by [[SpecialAnim]]?
With the presence of such an active animation state, <tt>ActiveAnim=>/tt> becomes the idle animation state.
And when SpecialAnim is played, [[ActiveAnim]] is removed, and after it ends, it switches back to ActiveAnim and starts playing again.
 
In other words, in this case, ActiveAnim becomes the animation relative to Fire in the Idle state.
==Notes==
If {{f|IsAnimDelayedBurst|true|link}} is set, a [[Burst]] weapon will attempt to play the <tt>SpecialAnim=</tt> value entirely for each firing, but when set to <tt>IsAnimDelayedBurst=false</tt>, each burst shot will interrupt/reset the animation to start again.


==See Also==
==See Also==
[[ActiveAnim]]
[[IdleAnim]]


[[SpecialAnim]]
[[ProductionAnim]]

Revision as of 12:58, 15 April 2025

Tiberian Dawn Red Alert Tiberian Sun Firestorm Red Alert 2 Yuri's Revenge
Flag: IsAnimDelayedFire
File(s): Art(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: no
Applicable to: BuildingTypes


Is there a pre-animation before the building fires, such as the original Prism Tower and Tesla Coil, with the pre-animation specified by SpecialAnim. When the SpecialAnim is played, ActiveAnim is removed, and switches back only after firing.

With the presence of such an active animation state, ActiveAnim=>/tt> becomes the idle animation state.

Notes

If IsAnimDelayedBurst=true is set, a Burst weapon will attempt to play the SpecialAnim= value entirely for each firing, but when set to IsAnimDelayedBurst=false, each burst shot will interrupt/reset the animation to start again.

See Also

IdleAnim

ProductionAnim