Jump to content

HideIfNoOre: Difference between revisions

From ModEnc²
en>Nighthawk200
Adding per DCoder's info... and because this flag seems pointlessly amusing.
 
en>EvilRenegade
m Replacing Template:TTL with Template:F.
Line 9: Line 9:
This rather unusual flag does exactly what it says on the tin. If the cell in which this animation is triggered does not contain a TiberiumType, then the animation is "hidden". In other words, the animation plays, all spawned particles will get created, and so on, except that none of it will be shown on screen.
This rather unusual flag does exactly what it says on the tin. If the cell in which this animation is triggered does not contain a TiberiumType, then the animation is "hidden". In other words, the animation plays, all spawned particles will get created, and so on, except that none of it will be shown on screen.


Curiously, this same hiding effect happens to the {{TTL|Behind}} animation whenever the Show Hidden Objects option is disabled in the game menu.
Curiously, this same hiding effect happens to the {{f|Behind|link}} animation whenever the Show Hidden Objects option is disabled in the game menu.

Revision as of 10:06, 27 November 2009

Tiberian Dawn Red Alert Tiberian Sun Firestorm Red Alert 2 Yuri's Revenge
Flag: HideIfNoOre
File(s): art(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Applicable to: Animations


This rather unusual flag does exactly what it says on the tin. If the cell in which this animation is triggered does not contain a TiberiumType, then the animation is "hidden". In other words, the animation plays, all spawned particles will get created, and so on, except that none of it will be shown on screen.

Curiously, this same hiding effect happens to the Behind animation whenever the Show Hidden Objects option is disabled in the game menu.