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Nmenth

Low power image

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I'm having a bit of a problem with a new animated base defense, when power is low, the animation disappears rather than stops.

 

This makes the device lose part of itself as the animated section does not exist on the base image which is all that shows during low power conditions.

 

I cannot figure out what is wrong...

 

The Prism Tower does not have its spinning top on its base image, but during low power conditions, the top is no longer animated while still visible.

 

I set the Art codes for the Prism Tower and my defensive structure side by side and they have all the same codes. So what is it that tells a structure to stop animating, but keep one frame of the animation visible during low power?

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Yes.

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ArtMD

 

[YAGENE] ;Genetic Tower

Cameo=GENEICON

Image=YAGENE

Remapable=no

Foundation=1x1

Height=6

Buildup=YAGENEMK

DemandLoadBuildup=true

FreeBuildup=true

PrimaryFireFLH=50,0,500

SecondaryFireFLH=50,0,500

NewTheater=yes

ActiveAnim=YAGENE_A

ActiveAnimDamaged=YAGENE_AD

ActiveAnimZAdjust=-30

ActiveAnimPowered=no

ActiveAnimPoweredLight=yes ; SJM: This means anim goes away when underpowered

SpecialAnim=YAGENE_B

SpecialAnimDamaged=YAGENE_BD

SpecialAnimZAdjust=-30

SpecialAnimPowered=no ; SJM: This means anim goes away when underpowered

SpecialAnimPoweredLight=yes ; SJM: This means anim goes away when underpowered

IsAnimDelayedFire=yes ; SJM: Firing anim (SpecialAnim) delays firing of weapon

DelayedFireDelay=28 ; SJM: Must match playback of anim, and ideally audio too

CanBeHidden=False

OccupyHeight=4

DamageFireOffset0=0,14

 

[YAGENE_A] ; Genetic Tower active anim

Image=YAGENE_A

Normalized=yes

LoopStart=0

LoopEnd=15

LoopCount=-1

Rate=450

Layer=ground

NewTheater=yes

Shadow=yes

 

[YAGENE_AD] ; Genetic Tower damaged active anim

Image=YAGENE_A

Normalized=yes

Start=10

LoopStart=16

LoopEnd=31

LoopCount=-1

Rate=450

Layer=ground

NewTheater=yes

Shadow=yes

 

[YAGENE_B] ; Genetic Tower firing anim

Image=YAGENE_B

Normalized=no

Start=0

End=9

Rate=300

Layer=ground

NewTheater=yes

Report=GeneTowerPowerUp

Shadow=yes

 

[YAGENE_BD] ; Genetic Tower damaged firing anim

Image=YAGENE_B

Normalized=no

Start=10

End=19

Rate=300

Layer=ground

NewTheater=yes

Report=GeneTowerPowerUp

Shadow=yes

 

RulesMD

 

[YAGENE]

UIName=AddedNew:gene

Name=Yuri Gene Tower

BuildCat=Combat

Prerequisite=NAPSIS,YACNST

Primary=GeneShot

TechLevel=7

Adjacent=2

Strength=600

Armor=steel

Sight=5

Points=30

Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,

Arabs,YuriCountry

AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil

Cost=1500

Power=-100

Powered=true

Capturable=false

Crewed=no

Turret=no

TurretAnimZAdjust=-100

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM

MaxDebris=15

MinDebris=1

ThreatPosed=30 ; This value MUST be 0 for all building addons

DamageSmokeOffset=450, 200, 150

IsBaseDefense=yes

BaseNormal=no

HasStupidGuardMode=false

WorkingSound=PowerOn

NotWorkingSound=PowerOff

AIBuildThis=yes

ImmuneToPsionics=no

Drainable=yes

AntiInfantryValue=25

AntiArmorValue=25

AntiAirValue=0

 

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Maybe try solely with Active/SpecialAnimPowered? I'm pretty sure it will work the way you want using the old school method.

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Not sure what you're saying, I should remove some code? Which ones?

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Remove ActiveAnimPoweredLight and SpecialAnimPoweredLight. Then change ActiveAnimPowered and SpecialAnimPowered to yes. That should do the same thing.

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Aye, it works. Makes me wonder why the Prism Tower does then...

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No clue. I've never used XPoweredLight before. The Tesla Coil has the same code on it and it seems unusually verbose for something done with a tag that already exists. I have no idea what XPoweredLight even does.

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