Sticky
Parsed flag that the engine never uses.
This setting has no runtime effect
The engine accepts and loads it, but no gameplay code uses the stored value.
Specification
- Applies to
- AnimType
- File
art.ini- Section
[<ObjectType ID>]- Value
- boolean
- When omitted
no- Used by the game
- No — loaded but not used
The name promises that the animation pins itself to whatever unit is standing where it appears, which is how an impact explosion would ride the vehicle it went off on. Nothing reads the flag.
Whether an animation ends up pinned to an object is settled by the code that creates it — a parachute pinned to what it is lowering, the fire an object catches when it takes damage, the sparks an EM pulse leaves on what it disabled — and never by the animation’s own type.
See also —
Damage