41 — Play Anim At
Plays an animation at a waypoint without the damage the animation itself deals while it plays.
Editor data
- Numeric ID
41- Engine ID
TACTION_PLAY_ANIM- Editor name
- Play Anim At...
- Need token
NEED_ANIM_AND_LOCATION- Parameters
- Animation
animation - Waypoint
waypoint
- Animation
- Attachment
- none
INI example
[Actions]
<TriggerID>=1,41,0,<Animation>,0,0,0,0,<Waypoint>The animation plays at the waypoint’s ground height, raised by the bridge height where a bridge covers or has covered the cell.
[Waypoints]12=80080 ; waypoint 12, written as the letter label M in an action
[Actions]DemoPlayAnim=1,41,0,7,0,0,0,0,M ; trigger DemoPlayAnim plays the animation at position 7 at waypoint MValid values
- An animation's position in the registered animation list, counted from
0, and a waypoint the map places. The waypoint is the name at the end of the line.
Caveats
- The animation deals none of its [
Damage](/keys/damage/#scope-animtype) while it plays. Its other effects still happen. Its [Report](/keys/report/#scope-animtype) sound plays, a [TiberiumChainReaction=yes](/keys/tiberiumchainreaction/) animation sets off the Tiberium on its cell, and a [Bouncer=yes](/keys/bouncer/) or [IsMeteor=yes](/keys/ismeteor/#scope-animtype) animation deals its damage where it lands. - Animations it creates deal their own [
Damage](/keys/damage/#scope-animtype). These include the fires a [Scorch=yes](/keys/scorch/) or [Flamer=yes](/keys/flamer/) animation starts and its [TrailerAnim](/keys/traileranim/#scope-animtype) trail. - The animation is chosen by position, so adding, removing or reordering a line in the rules
[Animations]list shifts every number already stored in a map. - The position is used without a range check. One at or beyond the end of the list reads past it.