ProductionAnim: Difference between revisions
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Service depots can use ProductionAnim in TS |
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Productions animations (production anims for short) are special [[animations]] that play whenever certain buildings are producing something, e.g. when a [[ConstructionYard|construction yard]] produces a building or a [[WeaponsFactory|war factory]] produces a unit. Unlike [[PreProductionAnim|pre-production anims]], production anims are used and fully functional in [[Red Alert 2]]. | Productions animations (production anims for short) are special [[animations]] that play whenever certain buildings are producing something, e.g. when a [[ConstructionYard|construction yard]] produces a building or a [[WeaponsFactory|war factory]] produces a unit. Unlike [[PreProductionAnim|pre-production anims]], production anims are used and fully functional in [[Red Alert 2]]. | ||
A test on con. yards, barracks, war factories, airpads, repair depots, and refineries | A test on con. yards, barracks, war factories, airpads, repair depots, and refineries shows that: | ||
*If {{f|ConstructionYard|yes|link}}, [[ | *If {{f|ConstructionYard|yes|link}}, [[Factory#BuildingType|construction yards]] play this animation once every time a building is created | ||
*If {{f|WeaponsFactory|yes|link}}, [[Factory#UnitType| | *If {{f|WeaponsFactory|yes|link}}, [[Factory#UnitType|war factories]] and [[Factory#InfantryType|barracks]] play this animation once every time a vehicle or infantry is created | ||
*[[Refinery|Refineries]] play this animation once every time a [[harvester]] docks. The harvester will be unable to | *[[Refinery|Refineries]] play this animation once every time a [[harvester]] docks. The harvester will be unable to automatically leave until the animation has finished playing (the player can still manually order the harvester to leave at any time). | ||
*[[UnitRepair| | *[[Factory#AircraftType|Helipads]] do nothing | ||
*In {{ts}}, [[UnitRepair|service depots]] play this animation during the first 2/3rds of the repair animation sequence (i.e. during {{f|SpecialAnim|link}} and {{f|SpecialAnimTwo|link}}). | |||
==See Also== | ==See Also== | ||
Latest revision as of 09:18, 26 April 2025
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| Flag: | ProductionAnim |
| File(s): | Art(md).ini |
| Values: | Strings: Normal text. (Limited to: Animations) |
| Default: | none |
| Applicable to: | BuildingTypes |
Productions animations (production anims for short) are special animations that play whenever certain buildings are producing something, e.g. when a construction yard produces a building or a war factory produces a unit. Unlike pre-production anims, production anims are used and fully functional in Red Alert 2.
A test on con. yards, barracks, war factories, airpads, repair depots, and refineries shows that:
- If ConstructionYard=yes, construction yards play this animation once every time a building is created
- If WeaponsFactory=yes, war factories and barracks play this animation once every time a vehicle or infantry is created
- Refineries play this animation once every time a harvester docks. The harvester will be unable to automatically leave until the animation has finished playing (the player can still manually order the harvester to leave at any time).
- Helipads do nothing
- In Tiberian Sun, service depots play this animation during the first 2/3rds of the repair animation sequence (i.e. during SpecialAnim and SpecialAnimTwo).





