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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:
SuperAnim= is the first of these that loops while the superweapon is not charged
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=
Links to modenc: https://modenc.renegadeprojects.com/ChargedAnimTime https://modenc.renegadeprojects.com/SuperAnim
The text was updated successfully, but these errors were encountered:
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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:
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
The text was updated successfully, but these errors were encountered: