AnimIdle
The first frame, frame count and step delay of a structure's resting animation.
- Applies to
- BuildingType
- File
art.ini- Section
[<Image ID>]Image ID: Image= value; ObjectType ID when omitted- Value
- string
- When omitted
0,1,0
The value is three whole numbers: the first frame of the structure’s own artwork to draw, how many frames the sequence runs for, and how many game frames each one is held. A delay of 0 leaves the sequence standing on its first frame, and a sequence that runs past its last frame starts again at the first.
[MYSILO] ; example missile silo, drawn from its own Image IDAnimIdle=0,2,8 ; two frames, eight game frames eachAnimActive=2,5,4 ; the door openingThis is the sequence a structure runs whenever nothing else has taken it over. Each time it runs past its last frame, and each time a structure that has already been running something else drops back into it, its delay is adjusted for the selected game speed; the working and auxiliary sequences are used as written. A structure placed on the map has no earlier state to drop back from, so its first idle cycle runs at the delay written in the art entry unless the type sets Normalized=yes, and corrects itself on the first wrap.
The four sequences together fix where the damaged artwork begins. A damaged structure running this sequence draws one frame further along; a damaged structure running any of the other three is offset by the largest end any of the four reaches, so the damaged block has to start after all of them.