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Powered Anims
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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sun Jun 27, 2010 6:56 pm    Post subject:  Powered Anims Reply with quote  Mark this post and the followings unread

Isnt the tag ActiveAnimPowered=yes supposed to shut down the anim when the power meter reaches the all red stage? I was under the assumption that it was, but the anims for my advanced power building keeps on playing even when power runs low. Sophia even anounces Low Power!

Code:

[VDPOWR]
Normalized=yes
Remapable=yes
Cameo=NRCTICON
Foundation=4x4
Height=6
Buildup=VDPOWRMK
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=no
ActiveAnim=VDPOWR_B
ActiveAnimTwo=VDPOWR_A
CanBeHidden=False
OccupyHeight=3
RemoveOccupy1=0,-1
RemoveOccupy2=-1,1
RemoveOccupy3=-1,2
RemoveOccupy4=0,2
RemoveOccupy5=0,3
DamageFireOffset0=72,15
DamageFireOffset1=90,35
DamageFireOffset2=72,-15
;ActiveAnimPoweredSpecial=true
ActiveAnimPowered=yes
;ActiveAnimTwoPoweredSpecial=true
ActiveAnimTwoPowered=yes
LowPower=VDPOWR_P
LowPowerPowered=false

[VDPOWR_A]
Normalized=yes
NewTheater=no
Layer=top
Start=0
LoopStart=0
LoopEnd=4
LoopCount=-1
Rate=120

[VDPOWR_B]
Normalized=yes
NewTheater=no
Layer=top
Start=0
LoopStart=0
LoopEnd=4
LoopCount=-1
Rate=120

[VDPOWR_P]
Image=VDPOWR_A
Normalized=yes
NewTheater=no
Layer=top
Start=0
LoopStart=0
LoopEnd=1
LoopCount=-1
Rate=220

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Jun 27, 2010 10:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

This works only if the building has Powered=yes in rules.ini.
And Powered=yes works only on buildings which use power.
Since yours most probably gives power (outgoing from your description i assume it's a powerplant; though under a "power building" do i understand a place where you can improve your muscles #Tongue), it isn't possible at all to shut down an anim.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Mon Jun 28, 2010 12:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Hmmm, this is quite confusing. I was under the impression that these tags

ActiveAnimPowered=yes
ActiveAnimPoweredSpecial=yes


were specifically made just for the purpose of shuting down anims on these types of buildings. And in Rules you have the option of either

Powered=yes or
PoweredSpecial=yes

I see that they dio infact use the ActiveAnimPoweredSpecial=yes on The Soviet NANRCT and also use the tag PoweredSpecial=yes in the Rules. However it dosent seem to do much of anything that I can tell. I guess I might have to do some more research into these.

I know other buildings that use Powered=yes shut down without the use of these tags.

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High Templar X
Cyborg Firebomber


Joined: 26 Apr 2010

PostPosted: Mon Jun 28, 2010 12:35 am    Post subject: Reply with quote  Mark this post and the followings unread

That's not exactly true. The Tech Power Plant in YR 1.000 had a non-animating flag because it had ActiveAnimPowered=yes set. At least... until it was captured I think.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Mon Jun 28, 2010 2:34 am    Post subject: Reply with quote  Mark this post and the followings unread

I have to assume that these codes either dont work or are not ment for what I'm trying to do. Heck LowPower=VDPOWR_P with
LowPowerPowered=false dosent even seem to work. I would assume that this means when power is low this anim will play, but nothing happens with this either. So I have to agree with LKO on this that Buildings that produce power cannot have there anims shut down.
What I dont understand is why all these tags were used on the NANRCT and they do nothing.

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