ProductionAnim: Difference between revisions
Appearance
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A test on con. yards, barracks, war factories, airpads, repair depots, and refineries in Red Alert 2 shows that: | A test on con. yards, barracks, war factories, airpads, repair depots, and refineries in Red Alert 2 shows that: | ||
*[[ConstructionYard|Construction yards]] play this animation once every time a building is created | *If {{f|ConstructionYard|yes|link}}, [[ConstructionYard|Construction yards]] play this animation once every time a building is created | ||
*[[ | *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 leave until the animation has finished playing. | *[[Refinery|Refineries]] play this animation once every time a [[harvester]] docks. The harvester will be unable to auto(no manual) leave until the animation has finished playing. | ||
*[[UnitRepair|Repair depots]] do nothing ({{f|SpecialAnim|link}} is used instead) | *[[UnitRepair|Repair depots]] do nothing ({{f|SpecialAnim|link}} is used instead) | ||
*[[Factory#AircraftType|Airpads]] do nothing | *[[Factory#AircraftType|Airpads]] do nothing | ||
Revision as of 22:16, 4 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 in Red Alert 2 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 auto(no manual) leave until the animation has finished playing.
- Repair depots do nothing (SpecialAnim is used instead)
- Airpads do nothing





