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Animation visibility customization settings #1300

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@Starkku Starkku commented Jul 7, 2024

Customizable animation visibility settings

  • It is now possible to customize which players can see an animation using VisibleTo.
    • VisibleTo.ConsiderInvokerAsOwner, if set, makes it so that animation's invoker house is considered as owner for purposes of VisibleTo instead of owning house of TechnoType it is attached to or animation's owning house. On most animations the they are the same, but it can be different for some.
    • Note that this is a purely visual feature, any logic attached to these animations like damage is still processed for all players.
  • RestrictVisibilityIfCloaked, if set to true, makes so that attached animations or aircraft Trailer animations (due to technical constraints, spawned missile trailers are exempt from this) on cloaked objects are only visible to observers and players who can currently detect them.
  • DetachOnCloak can be set to false to override vanilla game behaviour where attached animations are removed from cloaked objects.

In artmd.ini:

[SOMEANIM]                              ; AnimationType
VisibleTo=all                           ; list of Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)
VisibleTo.ConsiderInvokerAsOwner=false  ; boolean
RestrictVisibilityIfCloaked=false       ; boolean
DetachOnCloak=true                      ; boolean

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@Starkku
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Starkku commented Jul 11, 2024

Split the transparency hook and setting to new PR with more related additions.

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