ProductionAnim
The animation a structure plays as it delivers what it built, after a harvester unloads, or while it repairs a vehicle.
- Applies to
- BuildingType
- File
art.ini- Section
[<Image ID>]Image ID: Image= value; ObjectType ID when omitted- Value
- string
- When omitted
(empty)
ProductionAnim names an animation registered in [Animations]. The structure plays it in its production slot, one of the animation slots that Building animations describes. The animation is drawn at a fixed point on the structure and runs at its own rate. The slot holds one animation at a time.
Only the first 15 characters of the name are kept, and a name that no [Animations] entry registers creates nothing.
Five kinds of structure start the production animation, each at a different moment.
| Structure | Starts when | Stops when |
|---|---|---|
ConstructionYard=yes | A structure it built finishes its buildup | The animation ends |
Refinery=yes | The docked harvester has unloaded the last of its load, or the docked harvester is given a destination and a queued mission other than harvesting | The animation ends |
UnitRepair=yes | The depot begins repairing the vehicle on it | The repair finishes, the house cannot pay for the next repair step, the vehicle leaves or loses contact with the depot, or the depot stops repairing |
WeaponsFactory=yes | The door begins opening for a finished vehicle | The animation ends |
Any other structure with Factory= | A finished vehicle or soldier leaves it | The animation ends |
A looping animation never ends by itself, so on every row but the service depot it keeps playing until the structure is sold, undeployed or removed.
The last row covers barracks, and structures that build vehicles without WeaponsFactory=yes. A Hospital=yes or Armory=yes structure does not start the animation when a healed or upgraded soldier leaves, unless its Factory= is InfantryType. Tiberian Sun ships no structure in that row with a ProductionAnim, so the row matters only to a mod that adds one.
The production animation has no power settings and always behaves as …Powered=yes, so a power shortfall or an EMP pulse can freeze it on its current frame. Power covers when it freezes and when it resumes.
Where the settings are read
Section titled “Where the settings are read”The two animation names, ProductionAnim and ProductionAnimDamaged, are read from the structure’s [<Image ID>] art entry. The X and Y offsets and the two draw-order biases are read from the art entry named after the BuildingType itself, and only when the Image ID entry names at least one of the two animations. For an ordinary structure, which sets no Image=, both are the same entry. A type that borrows another structure’s artwork must write the names and the offsets in two different entries. Where each setting is read from gives the same split for every slot.
[MYPROC] ; example refinery BuildingTypeImage=NAREFN ; its art entries are read from [NAREFN][NAREFN] ; the Image ID entry supplies the two namesProductionAnim=NAREFN_ARPreProductionAnim=NAREFN_A
[MYPROC] ; the type's own entry supplies the offsets and biasesProductionAnimX=-2ProductionAnimY=2ProductionAnimZAdjust=-100ProductionAnimDamaged, ProductionAnimX, ProductionAnimY, ProductionAnimYSort, ProductionAnimZAdjust, PreProductionAnim, ActiveAnim, productionHistory
- Changed0.2.0In development
Let barracks and vehicle factories run their production animation