Looking very good, LKO (as usual)

Once thing about the buildup though... In the buildup animation the foundation seems to appear instandly. Maybe it'll be better if you make the foundation appear in a simillar way the foundation of the War Factory or Refinery appear in the buildup.
QUOTE (Lin Kuei Ominae @ Feb 5 2007, 12:03 AM)

as you can see, the press anim is showed through the annihilator. Does anyone know how to avoid this?
Is there a way to deactivate the anim while a unit is build? (At least this happens only while very high units are coming out, and stops after the unit has entered the bib and switches to player control)
And for what purpose is the command AnimActive=x,y,z good for?
I'm assuming that's the active anim. It's impossible to make the active anymation stop playing when something happens... It should be possible to make the active anim appear behind the unit that's exiting the building (or any other unit) however.
To do this you'll "simply" have to adjust 'ActiveAnimZAdjust='. The higher the negative value of this is, the the higher it will be displayed. For example: When there are 2 animations, one of them has 'ActiveAnimZAdjust=-32' and the other has 'ActiveAnimZAdjust=-50', the one with the value '-50' should overlap the one with the value '-32'.
So to make the active anim appear behind a unit, you'll have to change the value to 0 or if that doesn't work, even change it to a positive value. Once you've done this, it's most likely that you'll find the animation isn't appear at all anymore (meaning the problem is solved... In a way

).
This is because animations often need a negative Z Adjust value to overlap the building they are the animation of, so now the building is overlapping the animation instead (do test first to make sure you're really having this problem; you might not have to do what's following). The only way (I can think of) to solve this problem is by simply exactly removing the pixels of the building on exactly the spot wher the animation is supposed to play. Now to prevent a hole from appearing at certain moments, you'll have to add the part you cut out from the building to the bib... There's only one drawback; the bib doesn't have a damage frame, meaning that part of the building should look exactly the same in the normal and damaged state.
Have fun now

(I sure had alot of fun with this myself :wacko:)