Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Search results

More actions

Page title matches

  • ...trigger wheels to start spinning, animate treads, or start/stop a walking animation. Since 95.0 they are only run when a unit transitions from zero to non-zero ...ut for people "converting")''. Typically, this function would play a death animation for the unit, and finally return a corpse type. ...
    14 KB (2,194 words) - 17:51, 12 November 2025
  • ...table and the unitDefID unit instance identifier are available in your lua animation script, so you can simply do: == Animation == ...
    11 KB (1,719 words) - 17:51, 12 November 2025

Page text matches

  • * [[Animation:LuaExamples| Lua animation UnitScript examples]] * [[Animation-LuaScripting | Unit animation scripting with Lua]] ...
    1 KB (168 words) - 17:50, 12 November 2025
  • == Animation of units == *[[Animation-LuaScripting]] ...
    4 KB (519 words) - 18:24, 12 November 2025
  • ...mode for the [[Animation-LuaCallins#Weapons|AimFromWeapon()]] position, [[Animation-LuaCallins#Weapons|QueryWeapon()]] (muzzle) position and unit target positi ...
    2 KB (330 words) - 18:24, 12 November 2025
  • ...table and the unitDefID unit instance identifier are available in your lua animation script, so you can simply do: == Animation == ...
    11 KB (1,719 words) - 17:51, 12 November 2025
  • ...trigger wheels to start spinning, animate treads, or start/stop a walking animation. Since 95.0 they are only run when a unit transitions from zero to non-zero ...ut for people "converting")''. Typically, this function would play a death animation for the unit, and finally return a corpse type. ...
    14 KB (2,194 words) - 17:51, 12 November 2025
  • ...factor, which is applied to transform the variables assigned via unit cob animation scripts for use inside the engine (default: 65536). ...
    10 KB (1,183 words) - 17:50, 12 November 2025
  • ...range blob image for it to fire, a weapon entry in the unitdef, and a unit animation script. Finally, the animation script. This tells the unit what things to move when firing, moving, explod ...
    43 KB (7,075 words) - 18:24, 12 November 2025
  • ..., assumes <code>Scripts/</code> directory. Default assumes .cob file but [[Animation-LuaScripting | LUS]] should be preferred.}} ...nstructing (for factories, controlled via <code>COB.YARD_OPEN</code> see [[Animation-LuaCallouts#Other]]), ...
    54 KB (7,696 words) - 18:24, 12 November 2025
  • ...lues for `COBValue` in [[Lua_ConstCOB#Get.2FSet|Lua_ConstCOB]]. Also see [[Animation-CobConstants#Custom_Variables|Custom_Variables]]. ...lues for `COBValue` in [[Lua_ConstCOB#Get.2FSet|Lua_ConstCOB]]. Also see [[Animation-CobConstants#Custom_Variables|Custom_Variables]]. ...
    63 KB (7,519 words) - 17:50, 12 November 2025
  • |description = When enabled it makes [[Animation-LuaCallins#Weapons|AimWeapon()]] script calls non-blocking (still the {{tag ...njunction with {{taglink|sprayAngle}} or changing the firing piece using [[Animation-LuaCallins#Weapons|ShotX]] as otherwise they'll all be clumped in one shot. ...
    45 KB (6,400 words) - 18:24, 12 November 2025
  • ...well as the amplitude of the grass motion. Setting it to 0 will stop grass animation}} ...
    25 KB (3,202 words) - 18:14, 12 November 2025
  • |info = Called just before a unit is invalid, after it finishes its death animation. {{new|101.0}} ...
    31 KB (4,146 words) - 17:51, 12 November 2025