IsAnimDelayedFire: Difference between revisions
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Is there a pre-animation before the building fires, such as the original Prism Tower and Tesla Coil, with the pre-animation specified by [[SpecialAnim]]. When the <tt>SpecialAnim</tt> is played, [[ActiveAnim]] is removed, and switches back only after firing. | |||
With the presence of such an active animation state, <tt>ActiveAnim=>/tt> becomes the idle animation state. | |||
==Notes== | |||
If {{f|IsAnimDelayedBurst|true|link}} is set, a [[Burst]] weapon will attempt to play the <tt>SpecialAnim=</tt> value entirely for each firing, but when set to <tt>IsAnimDelayedBurst=false</tt>, each burst shot will interrupt/reset the animation to start again. | |||
==See Also== | ==See Also== | ||
[[ | [[IdleAnim]] | ||
[[ | [[ProductionAnim]] | ||
Revision as of 12:58, 15 April 2025
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| Flag: | IsAnimDelayedFire |
| File(s): | Art(md).ini |
| Values: | Boolean values: yes or no, true or false, 1 or 0 |
| Default: | no |
| Applicable to: | BuildingTypes |
Is there a pre-animation before the building fires, such as the original Prism Tower and Tesla Coil, with the pre-animation specified by SpecialAnim. When the SpecialAnim is played, ActiveAnim is removed, and switches back only after firing.
With the presence of such an active animation state, ActiveAnim=>/tt> becomes the idle animation state.
Notes
If IsAnimDelayedBurst=true is set, a Burst weapon will attempt to play the SpecialAnim= value entirely for each firing, but when set to IsAnimDelayedBurst=false, each burst shot will interrupt/reset the animation to start again.





