ProductionAnim
The animation a structure runs while its work is in progress.
- 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.
| Structure | The slot starts | The slot ends |
|---|---|---|
ConstructionYard=yes | The structure it built reports that its buildup has finished | Nothing stops it |
Refinery=yes | The docked harvester has emptied the last of its load, or the docked harvester is given a destination and a queued mission other than harvest | Nothing stops it |
UnitRepair=yes | The bay begins repairing the vehicle standing over it | The repair finishes, the house cannot pay for the next step, contact with the vehicle drops, or the bay leaves the repair mission |
WeaponsFactory=yes | The door begins opening for a finished vehicle | Nothing stops it |
Where nothing stops the slot, an animation that plays to its end empties it and a looping one holds it.
Where the settings are read
Section titled “Where the settings are read”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.
[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=-100The 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.