Fusion modding · UNITS / AVIA / LAND/DOM / ANIMAT / EXPLOSIONS
FrançaisConfigure an animation
This procedure prepares a controlled change to an existing animation. It has not been run in the game or Mapeditor. APS preparation and tool compatibility remain unverified.
Select the change
- Identify the consumer: unit, projectile, aircraft, building or interface.
- Find its property in the reference. Distinguish ANIMAT identifiers, EXPLOSIONS effects and numeric unit graphics indices.
- Find its definition in the animation catalogue or effect catalogue.
- Record the path, archive, includes and candidate resources. Identify the actual archive chain in your installation.
- Back up the source files and archive. Work in a separate copy.
A first test can change the speed in rocket, which contains a_raket 1 1. First check other references to a_raket. Shared graphics can keep a speed read earlier. This is a test target, not a recommended change for normal play.
Change one value
- Keep the graphics basename, directions, palette and anchors unchanged for the first test.
- Change one positive speed value in your copy. Record the original value in the test log.
- For a composite effect, change only one offset or reference at a time.
- Keep
animatsbefore theanimat_Nlines. Use indices from one to the declared count. - If you add an identifier, add its registry entry. Check includes and name collisions.
- Keep the original encoding, line endings, resource case and graphics indices.
Do not change addshot, damage or crater settings for a visual test. An effect can change gameplay as well as appearance.
Prepare and observe
- Use an archive tool already validated for your installation. No universal APS compilation command is confirmed here.
- Keep an original archive for immediate rollback. Do not modify the reference repositories during the test.
- Load a control map with one effect consumer. Trigger the effect several times.
- Compare duration, direction, position, height, palette, layers and animation ending.
- For fire or smoke, distinguish a finished instance from another emission by its consumer.
- Repeat in the editor and applicable environments when those paths use the resource.
- Restore the original version. Check that the original behavior returns.
| Minimum case | Observation to record |
|---|---|
| Directional firing effect | Orientation and frames in several directions. |
| Composite fire or smoke | Layer positions, repeated emissions, sound and no unintended damage change. |
| Numeric unit animation index | Correct graphic state without an ANIMAT identifier change. |
| Aircraft, weather or interface | Exact consumer, loaded archive and trigger state. The name alone does not establish these facts. |
Record the game version, map, archive, definition, original value, changed value, expected result and observed result. A Hugo build or ANI header check does not replace this test.
New resource
New resources need verified image export, ANI format, palette, anchors, direction groups, registry entry and APS integration. The resource guide separates available checks from unverified steps. No complete new-resource creation workflow is certified here.