TurretOffset
Flag: | TurretOffset |
File(s): | Art(md).ini |
Values: | Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767. |
Default: | 0 |
Applicable to: | VehicleTypes (voxel only),BuildingTypes (voxel only) |
For VehicleTypes
TurretOffset provides additional degree of control over turret/barrel positioning. Unlike voxel header editing, which uses voxel blocks as measure units, this tag takes value in leptons. It allows you to move the turret "box" forward or backward over the z axis. (And by doing so, it affects the barrel's location on the z-axis the same way.)
- = reverse, + = forward, its actually sensible for once
For BuildingTypes
You can use this tag with BuildingTypes (discovered by testid123) with the following conditions:
1. You need the files Voxeltur.hva (Turret name must be the same as the Image used with BuildingTypes) and Voxeltur.vxl (Turret name must be the same as the Image used with BuildingTypes).
2.Image of BuildingTypes that use the TurretOffset=x tag must have Voxel=yes in Artmd.ini;;Yet it still suffers from the side effects of tag errors TurretOffset=x
The TurretAnim of BuildingTypes changes based on the x value of the tag. TurretOffset
Bugs/Side-Effects/Unexpected Limitations
- Changed the basic attack position of any units and buildings. with TurretOffset=x(FLH position depends on turret?) ;;Does not affect the FLH range of Secondary,EliteSecondary.
- When the turret position is not at VehicleTypes Voxel turrets are displayed incorrectly
- Although TurretOffset For Building is effective, only the image offset will follow the direction of the building, and the firing coordinates will not change with the direction, but simply move to a new fixed point that is offset by the amount set by TurretOffset in the east direction of the original fixed point.