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[New Feature] SuperAnim for BuildingTypes #1148

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3 tasks done
DuisPlay opened this issue Nov 4, 2024 · 0 comments
Open
3 tasks done

[New Feature] SuperAnim for BuildingTypes #1148

DuisPlay opened this issue Nov 4, 2024 · 0 comments
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new-feature New feature or request.

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@DuisPlay
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DuisPlay commented Nov 4, 2024

First Check

  • I added a very descriptive title to this issue.
  • I used the GitHub search to find a similar issue and didn't find it.
  • I have attached as much information as possible (screenshots, videos, links, etc).

Description

In RA2/YR BuildingTypes, that have a SuperWeapon, have special animations for the change from unready status to ready status.

The SuperAnim logic in RA2/YR works in four parts:

  • An anim to play once while going from not ready to ready
  • An anim to loop while the superweapon is ready
  • An anim to play while going from ready to fire to not ready
  • An anim to loop while the superweapon is not ready

SuperAnim= is the first of these that loops while the superweapon is not charged

Proposed Code (optional)

rules.ini:

[BuildingType]
ChargedAnimTime= ;Number of minutes left at which weapon should switch to charged state Geoff is god!

art.ini:

[BuildingType]
SuperAnim=
SuperAnimYSort=
SuperAnimZAdjust=
SuperAnimTwo=
SuperAnimTwoYSort=
SuperAnimTwoZAdjust=
SuperAnimThree=
SuperAnimThreeYSort=
SuperAnimThreeZAdjust=
SuperAnimFour=
SuperAnimFourYSort=
SuperAnimFourZAdjust=
SuperAnimDamaged=
SuperAnimTwoDamaged=
SuperAnimThreeDamaged=
SuperAnimFourDamaged=

Additional Context

Links to modenc:
https://modenc.renegadeprojects.com/ChargedAnimTime
https://modenc.renegadeprojects.com/SuperAnim

GIF 04 11 2024 20-37-51

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