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ShouldUseCellDrawer: Difference between revisions

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|values={{Values|boolean}}
|values={{Values|boolean}}
|default=yes
|default=yes
|types={{Categ|Animations}} (attached to the building)
|types={{Categ|Animations}}
|ts=yes
|ts=yes
|fs=yes
|fs=yes
|ets=yes
|ra2=yes
|ra2=yes
|yr=yes
|yr=yes
|rp=yes
}}
}}
If {{tt|ShouldUseCellDrawer|false}} is set on an animation then that animation will always use the animation palette.
If <tt>ShouldUseCellDrawer=false</tt> is set on an [[Animations|animation]] then it will use the animation [[palette]] (ANIM.PAL) where it otherwise wouldn't. Most objects like [[BuildingTypes|buildings]] normally use the same palette to draw the animation as the base object.


If this flag is not disabled, the Animation will use the palette of the building on the cell it is attached to.
In cases where the animation palette is not used by default, such as for [[TileSet]] animations which use the terrain palette (ISOxxx.PAL), like the waterfalls, setting <tt>ShouldUseCellDrawer=true</tt> will force it to use it.


Therefore, if you want to use {{Ares}}' {{f|CustomPalette|xxx<nowiki>~~~</nowiki>.pal|link}} flag to specify a palette for the building animation that is independent of the building itself, you must disable this flag
{{Bugs}}
== See Also ==
[[Ares]] provides the option of using [[CustomPalette]] to specify a palette for the building animation that is independent of the building itself, but you must first disable <tt>ShouldUseCellDrawer</tt>.
[[AltPalette]]
*https://ppmforums.com/topic-48165/anim-palette-problem
[[AnimPalette]]


[[TerrainPalette]]
==See Also==
[[AltPalette]] - for Anims


[[Palette]]
[[AnimPalette]] - for Projectiles


[[CustomPalette]]
[[TerrainPalette]] - for Units
 
[[Palette]] - for Buildings

Revision as of 13:39, 15 April 2025

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


If ShouldUseCellDrawer=false is set on an animation then it will use the animation palette (ANIM.PAL) where it otherwise wouldn't. Most objects like buildings normally use the same palette to draw the animation as the base object.

In cases where the animation palette is not used by default, such as for TileSet animations which use the terrain palette (ISOxxx.PAL), like the waterfalls, setting ShouldUseCellDrawer=true will force it to use it.

Bugs/Side-Effects/Unexpected Limitations Ares provides the option of using CustomPalette to specify a palette for the building animation that is independent of the building itself, but you must first disable ShouldUseCellDrawer.

See Also

AltPalette - for Anims

AnimPalette - for Projectiles

TerrainPalette - for Units

Palette - for Buildings