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Difference between revisions of "ActiveAnimYSort"

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(Created page with "{{Flag |name={{PAGENAME}} |files={{Categ|Art(md).ini}} |values={{Values|int}} |default=0 |types=BuildingTypes |ts=yes |fs=yes |hp=yes |ra2=yes |yr=yes |ares=yes }} Define...")
 
 
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Defines the adjustment to use when sorting this [[BuildingTypes|building]]'s [[ActiveAnim]] and [[ActiveAnimDamaged]] animations relative to other animations/objects. Negative numbers move the animations to a lower render layer and positive numbers to a higher layer.
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Defines the adjustment to use when sorting this [[BuildingTypes|building]]'s [[ActiveAnim|active]] and [[ActiveAnimDamaged|damaged active animations]] relative to other objects (including other animations) on the same [[layer]]. By default, objects are sorted based on the sum of their X and Y coordinates, on which {{f|{{PAGENAME}}}} is directly applied. Therefore, negative numbers sort the animation behind and positive numbers sort the animation in front of other objects.
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{{f|{{PAGENAME}}}} is useful for solving layering issues between building animations and units, but less useful for solving layering issues between building animations and other animations / buildings. For that see {{f|ActiveAnimZAdjust|link}}.
  
 
==See also==
 
==See also==
 
* [[ActiveAnimZAdjust]]
 
* [[ActiveAnimZAdjust]]
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* [[YSortAdjust]]

Latest revision as of 23:07, 8 May 2022

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Flag: ActiveAnimYSort
File(s): Art(md).ini
Values: Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767.
Default: 0
Applicable to: BuildingTypes


Defines the adjustment to use when sorting this building's active and damaged active animations relative to other objects (including other animations) on the same layer. By default, objects are sorted based on the sum of their X and Y coordinates, on which ActiveAnimYSort is directly applied. Therefore, negative numbers sort the animation behind and positive numbers sort the animation in front of other objects.

ActiveAnimYSort is useful for solving layering issues between building animations and units, but less useful for solving layering issues between building animations and other animations / buildings. For that see ActiveAnimZAdjust.

See also