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SpecialAnimPoweredLight

Whether the first special slot's animation is destroyed and recreated with its house's power.

Specification
Applies to
BuildingType
File
art.ini
Section
[<ObjectType ID>]
Value
boolean
When omitted
no

With yes, the SpecialAnim animation is removed while its house is short of power, and created again when the house has full power. The flag works only with SpecialAnimPowered=no written beside it. While SpecialAnimPowered is yes, the animation freezes instead and this flag is ignored.

A shortfall removes the animation only on some structures; Fields, fences and lights says which.

Each time the house rechecks its power at full power, it creates the animation if the slot is empty. This starts the slot on any structure, including one that is not a service depot, storage structure or firestorm wall section; A powered light on any structure covers that route. A non-looping animation plays again at each recheck.

The value is read only when the slot has an animation name from SpecialAnim or SpecialAnimDamaged. Write it in the art entry named after the structure’s ObjectType ID, even when Image= puts the animation names in another entry. Where each setting is read from has the full table.

Despite its name, the flag does not tint or light anything.