Skip to content

ProductionAnim

The animation a structure runs while its work is in progress.

Specification
Applies to
BuildingType
File
art.ini
Section
[<Image ID>]Image ID: Image= value; ObjectType ID when omitted
Value
string
When omitted
(empty)

The value names an animation registered in [Animations], which the structure runs as an attached animation on the terms Building animations covers: a separate object pinned to a point on the structure’s artwork, cycling on its own timing, and created and destroyed as the structure changes state. Only the first 15 characters of the name are kept, and a name no [Animations] entry registers creates nothing.

Four kinds of structure use the slot, each at its own moment.

StructureThe slot startsThe slot ends
ConstructionYard=yesThe structure it built reports that its buildup has finishedNothing stops it
Refinery=yesThe docked harvester has emptied the last of its load, or the docked harvester is given a destination and a queued mission other than harvestNothing stops it
UnitRepair=yesThe bay begins repairing the vehicle standing over itThe repair finishes, the house cannot pay for the next step, contact with the vehicle drops, or the bay leaves the repair mission
WeaponsFactory=yesThe door begins opening for a finished vehicleNothing stops it

Where nothing stops the slot, an animation that plays to its end empties it and a looping one holds it.

The two animation names are read from the structure’s [<Image ID>] art entry, while the offset and the two draw-order biases are read from the entry named after the BuildingType itself; where each setting is read from sets that split out for every slot. On the ordinary structure, which sets no Image=, those are the same entry and the split is invisible. A type that borrows another structure’s artwork has to write the two halves in two places.

rules.ini
[MYPROC] ; example refinery BuildingType
Image=NAREFN ; its art entries are read from [NAREFN]
art.ini
[NAREFN] ; the Image ID entry supplies the two names
ProductionAnim=NAREFN_AR
PreProductionAnim=NAREFN_A
[MYPROC] ; the type's own entry supplies the offsets and biases
ProductionAnimX=-2
ProductionAnimY=2
ProductionAnimZAdjust=-100

The four are read only once the slot holds a name — either the healthy one or the damaged one is enough. Unlike an active slot, this one has no power flags: a production animation is never frozen or dropped by a power shortfall.