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Flat

From ModEnc²
Revision as of 16:54, 2 February 2025 by en>Testid123
Tiberian Dawn Red Alert Tiberian Sun Firestorm Red Alert 2 Yuri's Revenge
Flag: Flat
File(s): art(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: no
Applicable to: BuildingTypes,Animations,Image


States if this building+animation+Image lays flat on the ground. This flag helps the game's drawing logic in determining layers and where to draw it.
For animations, this flag also moves the animation 3 pixels up on the Y-axis, and has code for disabling the animation's shadow (in TS animation shadows don't work anyway).

The attack height (the height set by the FLH tag) affects the Flat tag if the H value (from FLH) is a negative value that will affect the height of the animation. The more negative The animation will be much lower (only H=-1 to H=-9 is supported. Values ​​greater than 9 will Make the animation disappear and heard only the sound)
File:H=-9.png

H=-9


The Tiled=yes tag destroys changes made to H values.
tag YDrawOffset can compensate for changed H values The value inside the YDrawOffset tag must be negative equal to the negative H value. Example: H=-9 YDrawOffset=-9

Note

"and has code for disabling the animation's shadow (in TS animation shadows don't work anyway)"

Bugs/Side-Effects/Unexpected Limitations

  • If Projectile has Image=Voxel x any Then Voxel x have Flat=true in the Art.ini or Artmd.ini section will cause Voxel to not work efficiently
    According to the video below

https://www.youtube.com/watch?v=bwB6BhmGX6g

  • If the vehicle animation Voxel is currently playing. while the unit is tilting will produce strange results.