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Difference between revisions of "ActiveAnimPoweredLight"
From ModEnc
(Restored bug section and specified that it's a TS bug.) |
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This flag, if set to yes, will render an active animation as invisible if the building it is attached to is underpowered. The flag only works in the specific events that the building is [[Powered]]=yes, and the active animation is also [[ActiveAnimPowered]]=no. | This flag, if set to yes, will render an active animation as invisible if the building it is attached to is underpowered. The flag only works in the specific events that the building is [[Powered]]=yes, and the active animation is also [[ActiveAnimPowered]]=no. | ||
+ | {{bugs}} | ||
+ | |||
+ | In {{ts}} and {{fs}}, if set on a building, this flag causes the building's [[ActiveAnim]] to play as soon as the building is deployed, instead of waiting for the [[Buildup|buildup]] animation to be finished first. | ||
==See Also== | ==See Also== |
Revision as of 15:45, 10 January 2022
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Flag: | ActiveAnimPoweredLight |
File(s): | Art(md).ini |
Values: | Boolean values: yes or no, true or false, 1 or 0 |
Default: | yes |
Applicable to: | BuildingTypes |
This flag, if set to yes, will render an active animation as invisible if the building it is attached to is underpowered. The flag only works in the specific events that the building is Powered=yes, and the active animation is also ActiveAnimPowered=no.
Bugs/Side-Effects/Unexpected Limitations
In Tiberian Sun and Firestorm, if set on a building, this flag causes the building's ActiveAnim to play as soon as the building is deployed, instead of waiting for the buildup animation to be finished first.