Jump to content

PingPong: Difference between revisions

From ModEnc²
en>Vinifera7
The exact looping behavior and bugs ought to be clarified more if anyone feels like testing that.
en>Testid123
mNo edit summary
Line 12: Line 12:


This flag specifies whether an [[animation]] should reverse after completing a loop. If {{f|PingPong|yes}}, the animation will play forward until it reaches the [[frame]] defined by {{f|LoopEnd|link}}. It will then play backwards from {{f|LoopEnd}} to {{f|LoopStart|link}}. If {{f|LoopCount|-1|link}} (infinite loop), the animation will repeat a cycle of playing backward and forward.
This flag specifies whether an [[animation]] should reverse after completing a loop. If {{f|PingPong|yes}}, the animation will play forward until it reaches the [[frame]] defined by {{f|LoopEnd|link}}. It will then play backwards from {{f|LoopEnd}} to {{f|LoopStart|link}}. If {{f|LoopCount|-1|link}} (infinite loop), the animation will repeat a cycle of playing backward and forward.
<p style="background-color:#ffcccc;"><font style="color:red">Even though the SHP fortification animation is the same type of animation as other animations, But this flag cannot be used on turrets!</font>🥱</p>


{{Bugs}}
{{Bugs}}

Revision as of 04:45, 21 July 2024

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


This flag specifies whether an animation should reverse after completing a loop. If PingPong=yes, the animation will play forward until it reaches the frame defined by LoopEnd. It will then play backwards from LoopEnd to LoopStart. If LoopCount=-1 (infinite loop), the animation will repeat a cycle of playing backward and forward.

Even though the SHP fortification animation is the same type of animation as other animations, But this flag cannot be used on turrets!🥱

Bugs/Side-Effects/Unexpected Limitations PingPong is a bugged key. It causes the game to become confused when the animation has damage frames. The Tiberian Sun GDI Radar has this bug. The damaged radar dish animation will jump between frames and once the GDI Radar is fully repaired it will continue to play the damaged radar dish animation.

See Also