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ART.md

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List of supported art.ini entries

Engine version: 0.44

[<InfantrySequence>]

Key Supported Notes
AirDeathStart ✔️
AirDeathFalling ✔️
AirDeathFinish ✔️
Cheer ✔️
Crawl ✔️
Deploy ✔️
Deployed ✔️
DeployedFire ✔️
DeployedIdle ✔️
Die1 ✔️
Die2 ✔️
Die3
Die4
Die5
Down ✔️
FireFly ✔️
FireProne ✔️
FireUp ✔️
Fly ✔️
Guard ✔️
Hover ✔️
Idle1 ✔️
Idle2 ✔️
Panic ✔️
Paradrop ✔️
Prone ✔️
Ready ✔️
Swim ✔️
Tread ✔️
Tumble ✔️
Undeploy ✔️
Up ✔️
Walk ✔️
WetAttack ✔️
WetDie1 ✔️
WetDie2 ✔️
WetIdle1 ✔️
WetIdle2 ✔️

[<Animation>]

Existing entries

Key Supported Notes
ActiveAnim ✔️
ActiveAnimDamaged ✔️
ActiveAnimGarrisoned
ActiveAnimPowered ✔️
ActiveAnimPoweredLight ✔️
ActiveAnimX ✔️
ActiveAnimY ✔️
ActiveAnimYSort
ActiveAnimZAdjust
ActiveAnim<Num> ✔️ Two, Three, Four
ActiveAnim<Num>Damaged ✔️ Two, Three, Four
ActiveAnim<Num>Powered ✔️ Two, Three, Four
ActiveAnim<Num>PoweredLight ✔️ Two, Three, Four
ActiveAnim<Num>X ✔️ Two, Three, Four
ActiveAnim<Num>Y ✔️ Two, Three, Four
ActiveAnim<Num>YSort Two, Three, Four
ActiveAnim<Num>ZAdjust Two, Three, Four
AddOccupy<Num> ✔️ 1-*
AltCameo ✔️
AltPalette ✔️
AnimHigh
AnimLow
AnimPalette ✔️
AnimRate
BibShape ✔️
Buildup ✔️
Cameo ✔️
CanBeHidden ✔️
CanHideThings ✔️
ChargeAnim
Crater ✔️
Crawls
Damage
DamageFireOffset<Num> ✔️ 0-*
DamageLevels
DelayedFireDelay ✔️
DemandLoad Don't load the anim at the loading screen
DemandLoadBuildup
DeployingAnim ✔️
DeployingAnimDamaged ✔️
DetailLevel
DisableShadowCache
DisableVoxelCache
DockingOffset<Num> ✔️ 0-*
ElitePrimaryFireFLH ✔️
EliteSecondaryFireFLH ✔️
End Always interpreted as inclusive last frame index
ExtraLight
FireAngle
FireUp ✔️
FiringFrames ✔️
Flat ✔️
ForceBigCraters ✔️
Foundation ✔️
GateStages
Height ✔️
HideIfNoOre
IdleAnim ✔️
IdleAnimDamaged ✔️
IdleAnimPowered ✔️
IdleAnimPoweredLight ✔️
IdleAnimX ✔️
IdleAnimY ✔️
IdleAnimYSort
IdleAnimZAdjust
Image ✔️
IsAnimatedTiberium
IsAnimDelayedFire ✔️
IsFlamingGuy ✔️
IsVeins
Layer
LineTrailColor ✔️
LineTrailColorDecrement ✔️
LoopCount ✔️
LoopEnd Always interpreted as exclusive last frame index
LoopStart ✔️
MuzzleFlash<Num> ✔️ 0-*
NewTheater
Next
Normalized
NormalZAdjust
OccupyHeight ✔️
Palette ✔️ Supports any palette name
PBarrelLength
PBarrelThickness
PingPong
PowerUp<Num>LocXX 1-2
PowerUp<Num>LocYY 1-2
PowerUp<Num>LocZZ 1-2
PowerUp<Num>YSort 1-2
PrimaryFireDualOffset
PrimaryFireFLH ✔️
PrimaryFirePixelOffset ✔️
ProductionAnim ✔️
ProductionAnimDamaged ✔️
ProductionAnimPowered ✔️
ProductionAnimPoweredLight ✔️
ProductionAnimX ✔️
ProductionAnimY ✔️
ProductionAnimYSort
ProductionAnimZAdjust
PsiWarning
QueueingCell ✔️
RandomLoopDelay ✔️
RandomRate ✔️
Rate ✔️
Recoilless
Remapable
RemoveOccupy<Num> ✔️ 1-*
Report ✔️
RoofDeployingAnim ✔️
RoofDeployingAnimDamaged ✔️
Rotates ✔️
RunningFrames ✔️
Scorch ✔️
SecondaryFire
SecondaryFireFLH ✔️
SecondaryFirePixelOffset ✔️
SecondaryProne
Sequence ✔️
Shadow ✔️
ShadowIndex
ShouldFogRemove
ShouldUseCellDrawer ✔️
SpawnDelay ✔️
SpecialAnim ✔️
SpecialAnimDamaged ✔️
SpecialAnimPowered ✔️
SpecialAnimPoweredLight ✔️
SpecialAnimX ✔️
SpecialAnimY ✔️
SpecialAnimYSort
SpecialAnimZAdjust
SpecialAnim<Num> ✔️ Two, Three, Four
SpecialAnim<Num>Damaged ✔️ Two, Three, Four
SpecialAnim<Num>Powered ✔️ Two, Three, Four
SpecialAnim<Num>PoweredLight ✔️ Two, Three, Four
SpecialAnim<Num>X ✔️ Two, Three, Four
SpecialAnim<Num>Y ✔️ Two, Three, Four
SpecialAnim<Num>YSort Two, Three, Four
SpecialAnim<Num>ZAdjust Two, Three, Four
Start ✔️
StartSound ✔️
SuperAnim ✔️
SuperAnimDamaged ✔️
SuperAnimPowered ✔️
SuperAnimPoweredLight ✔️
SuperAnimX ✔️
SuperAnimY ✔️
SuperAnimYSort
SuperAnimZAdjust
SuperAnim<Num> ✔️ Two, Three, Four
SuperAnim<Num>Damaged ✔️ Two, Three, Four
SuperAnim<Num>Powered ✔️ Two, Three, Four
SuperAnim<Num>PoweredLight ✔️ Two, Three, Four
SuperAnim<Num>X ✔️ Two, Three, Four
SuperAnim<Num>Y ✔️ Two, Three, Four
SuperAnim<Num>YSort Two, Three, Four
SuperAnim<Num>ZAdjust Two, Three, Four
TerrainPalette ✔️
Theater ✔️
TiberiumChainReaction
TiberiumSpawnType
TiberiumSpreadRadius
Tiled
ToOverlay
Trailer ✔️
Translucency ✔️
TranslucencyDetailLevel
Translucent ✔️
TurretOffset ✔️
UnderDoorAnim ✔️
UnderDoorAnimDamaged ✔️
UnderDoorAnimZAdjust
UnderRoofDoorAnim ✔️
UnderRoofDoorAnimDamaged ✔️
UseBuffer
UseLineTrail ✔️
UseNormalLight Only for building anims
UseTurretShadow
VisibleLoad
Voxel ✔️
WalkFrames ✔️
Weapon<Num>FLH ✔️ 1-*
Weapon<Num>TurretLocked 1-*
YDrawOffset
YSortAdjust
ZAdjust ✔️
ZShapePointMove Partial support, only when Refinery=yes or NukeSilo=yes

New entries

Key Default Description
NoHVA no For voxel art, skips loading the HVA file, using the baked-in transform instead.
Reverse no Plays the animation in reverse, from last frame to first frame
Rotors - For voxel art, list of rotor section names to animate, as HVA animation is not supported
Rotor1Axis 0,1,0 The axis of rotation (X,Y,Z) for rotor animations (right-handed, Y-up coordinate system)
Rotor1Rate 67 The angular frequency of the rotor, in degrees/frame (signed)
Rotor1IdleRate - Same as Rotor1Rate, but applies when stationary/idle. Overrides [VehicleType]->IdleRate.

[<DebrisAnim>]

Key Supported Description
Damage ✔️
DamageRadius ✔️
Elasticity ✔️
ExpireAnim ✔️
IsMeteor
IsTiberium
MinZVel ✔️
MaxXYVel ✔️
MaxZVel ✔️
Spawns
SpawnCount
StartSound
TrailerAnim ✔️
TrailerSeperation ✔️
Translucent
Warhead ✔️

[Movies]

Unsupported