ShouldUseCellDrawer: Difference between revisions
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[[Ares]] provides the option of using | [[Ares]] provides the option of using <tt>CustomPalette=</tt> to specify a palette for the building animation that is independent of the building itself, but you must first disable <tt>ShouldUseCellDrawer</tt>. See: http://ares-developers.github.io/Ares-docs/new/customanimationandprojectilepalettes.html | ||
==See Also== | ==See Also== | ||
Revision as of 13:43, 15 April 2025
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| Flag: | ShouldUseCellDrawer |
| File(s): | art(md).ini |
| Values: | Boolean values: yes or no, true or false, 1 or 0 |
| Default: | yes |
| Applicable to: | Animations |
Most objects like buildings normally use the same palette to draw attached animations as the base object. If ShouldUseCellDrawer=false is set on an animation, then it will use the animation palette (ANIM.PAL) where it otherwise wouldn't.
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: http://ares-developers.github.io/Ares-docs/new/customanimationandprojectilepalettes.html
See Also
AltPalette - for Anims
AnimPalette - for Projectiles
TerrainPalette - for Units
Palette - for Buildings





