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. An empty value keeps the previous one, and only the first 15 characters are kept. Unless DemandLoadBuildup=yes defers it, the game loads <value>.SHP with the rules, after rewriting the name for the scenario theater by the structure-art convention that DoorAnim describes.
[MYWEAP] ; example war factory, drawn from its own Image IDBuildup=GAWEAPMK ; loaded as GTWEAPMK.SHP in temperateThe file sets both the frames and the length of the construction animation. The animation shows the first half of the file’s frames in order, one per step. A Gate=yes type has GateStages plus one steps instead. Buildup covers how BuildupTime spreads over those steps and what happens while the animation runs.
A type with no construction artwork cannot be sold
Section titled “A type with no construction artwork cannot be sold”A structure whose type has no construction artwork can never be sold. That applies whether Buildup is missing or names a file the game cannot find. The sell cursor, the Sell building trigger action and the computer’s sell-offs all refuse it. The one exception is a FirestormWall=yes type, which a sell order removes at once. For the same reason, such a structure cannot be ordered to undeploy into its UndeploysInto vehicle.
Unsellable=yes is the deliberate way to prevent a sale, and it is weaker. It blocks the sell cursor, but the trigger action and the computer’s sell-offs still sell the structure.
Each structure checks for construction artwork once, as it is created. A Nominal=yes survivor running from a destroyed structure becomes a technician only when that check found construction artwork.