Buildup
The construction animation file a structure plays while it is being built.
- Applies to
- BuildingType
- File
art.ini- Section
[<Image ID>]Image ID: Image= value; ObjectType ID when omitted- Value
- string
- When omitted
(empty)The type has no construction artwork.
The value is a filename without its extension. Only a non-empty value is taken and only the first 15 characters of it are kept; the named <value>.SHP is loaded with the rules, after the name has been rewritten for the scenario theater on the structure-art convention that DoorAnim describes.
The file supplies both the frames of the construction animation and its length. Half the frames in the file are the step count — GateStages plus one for a Gate=yes type — and BuildupTime is divided by that count to give the delay between one step and the next. Buildup covers what happens around the animation while it runs.
[MYWEAP] ; example war factory, drawn from its own Image IDBuildup=GAWEAPMK ; loaded as GTWEAPMK.SHP in temperateA type with no construction artwork cannot be sold
Section titled “A type with no construction artwork cannot be sold”Each structure asks its type for the construction artwork as it is created, and records the answer. A type that has none — no value here, or a value naming a file that is not there — leaves every structure of that type with no answer to record, and the sale is then refused however it is reached: the sell cursor, a trigger, and the computer’s own emergency sell-off all pass through the same gate. Capture covers what a captured structure of such a type does instead. Unsellable=yes is the deliberate refusal, and it is the weaker one — the computer’s sell-off and the trigger action both bypass that flag, and neither bypasses this gate.
The same answer decides one other thing: only a structure whose type has construction artwork turns a Nominal=yes survivor into a technician as it is destroyed or sold.