SpecialAnimThreePoweredLight
Whether the third special slot's animation is destroyed and recreated with its house's power.
- Applies to
- BuildingType
- File
art.ini- Section
[<ObjectType ID>]- Value
- boolean
- When omitted
no
With yes, the SpecialAnimThree animation is removed while its house is short of power, and created again when the house has full power. The flag works only with SpecialAnimThreePowered=no written beside it. While SpecialAnimThreePowered 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; 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 SpecialAnimThree or SpecialAnimThreeDamaged. 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.