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Specifies the next [[animation]] to be played when this animation has played through all of its [[frames]] and [[LoopCount|loops]], if any.
Specifies the next [[animation]] to be played when this animation has played through all of its [[frames]] and [[LoopCount|loops]], if any.


==Notes==
==Notes==
{{f|Next}} replaces the current animation without actually creating a new instance of the [[AnimClass|animation object class]]. This means that some settings carry over to the subsequent animation, such as trajectory (or lack thereof). This in turn means that stationary animations ({{f|Bouncer|no|link}}) effectively cannot spawn animated debris, i.e. animations with {{f|MaxXYVel|link}}, {{f|MinZVel|link}}, and {{f|Bouncer|yes}} defined. Use {{f|Spawns|link}} or {{f|TrailerAnim|link}} for such purpose instead.
{{f|Next}} replaces the current animation without actually creating a new instance of the [[AnimClass|animation object class]]. This means that some settings carry over to the subsequent animation, such as trajectory (or lack thereof). This in turn means that stationary animations ({{f|Bouncer|no|link}}) effectively cannot spawn animated debris, i.e. animations with {{f|MaxXYVel|link}}, {{f|MinZVel|link}}, and {{f|Bouncer|yes}} defined. Use {{f|Spawns|link}} or {{f|TrailerAnim|link}} for such purpose instead.
==Special==
*Setting an animation name that is the same as the main animation This will cause the animation to loop endlessly. (equivalent to {{f|LoopCount|-1|link}}).


==See also==
==See also==

Revision as of 17:51, 6 February 2025

Tiberian Dawn Red Alert Tiberian Sun Firestorm Red Alert 2 Yuri's Revenge
Flag: Next
File(s): art(md).ini
Values: Strings: Normal text. (Limited to: Animation ID)
Default: none
Applicable to: Animations


Specifies the next animation to be played when this animation has played through all of its frames and loops, if any.

Notes

Next replaces the current animation without actually creating a new instance of the animation object class. This means that some settings carry over to the subsequent animation, such as trajectory (or lack thereof). This in turn means that stationary animations (Bouncer=no) effectively cannot spawn animated debris, i.e. animations with MaxXYVel, MinZVel, and Bouncer=yes defined. Use Spawns or TrailerAnim for such purpose instead.

Special

  • Setting an animation name that is the same as the main animation This will cause the animation to loop endlessly. (equivalent to LoopCount=-1).

See also