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SpecialAnim: Difference between revisions

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SpecialAnims are used for object specific functional art such as silo anims, repair depot anims, grinder anims, tank bunker anims, and weapon charging anims.
Specifies a special animation attached to this building. The condition and function of the animation depends on the building type:
* [[Storage|Tiberium/Ore silo]] fill animation (requires {{f|SiloDamage|yes|link}})
* First stage of the [[UnitRepair|service depot/repair depot/naval yard]] vehicle/ship repair animation
* [[IsAnimDelayedFire|Weapon]] charging animation
* [[Grinding|Grinder]] grinding animation
* [[Bunker|Tank bunker]] extend animation to appear in front of the tank


{{Bugs}}
{{Bugs}}
Using special anims with refineries gives highly unusual results; if the harvester has no ore, then the animation will not be played at all. It appears that the animation plays frames, up to a short but unknown limit, depending on how much ore the harvester deposits. Presumably this is part of an unused logic to play an 'ore dumping' animation.<br>
* In {{ra2}} and {{yr}}, using special anims with refineries gives highly unusual results; if the harvester has no ore, then the animation will not be played at all. It appears that the animation plays frames, up to a short but unknown limit, depending on how much ore the harvester deposits. Presumably this is part of an unused logic to play an 'ore dumping' animation.
If the [[SpecialAnim]] tag is used with the logic [[IsAnimDelayedFire]] and all other tags related to [[IsAnimDelayedFire]] logic. This will cause [[Image]] from [[Primary]] and [[ElitePrimary]] to be completely ignored.
* If {{f|SpecialAnim}} is used with {{f|IsAnimDelayedFire|link}} and all related flags, the {{f|Image|link}} from {{f|Primary|link}} and {{f|ElitePrimary|link}} is ignored.

Revision as of 09:54, 26 April 2025

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


Specifies a special animation attached to this building. The condition and function of the animation depends on the building type:

Bugs/Side-Effects/Unexpected Limitations

  • In Red Alert 2 and Yuri's Revenge, using special anims with refineries gives highly unusual results; if the harvester has no ore, then the animation will not be played at all. It appears that the animation plays frames, up to a short but unknown limit, depending on how much ore the harvester deposits. Presumably this is part of an unused logic to play an 'ore dumping' animation.
  • If SpecialAnim is used with IsAnimDelayedFire and all related flags, the Image from Primary and ElitePrimary is ignored.