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Difference between revisions of "TurretCount"

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When setting {{f|TurretCount}} to a value greater than {{tt|0}}, see that {{f|WeaponCount|link}} is also set correctly. This has to be done because the latter is not initialized to a constant value, and garbage in memory could lead to unexpected results, like corrupting memory. In the best case it crashes when starting a game.
 
When setting {{f|TurretCount}} to a value greater than {{tt|0}}, see that {{f|WeaponCount|link}} is also set correctly. This has to be done because the latter is not initialized to a constant value, and garbage in memory could lead to unexpected results, like corrupting memory. In the best case it crashes when starting a game.
  
*Allows <font style="color:blue"><u><b>{{f|InfantryTypes|yes|Link}}</b></u></font> to use Weapons with '''<u><b><font style="color:blue">Burst=2</font></b></u>''' are possible.
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*Allows <font style="color:blue"><u><b>[[InfantryTypes]]</b></u></font> to use Weapons with '''<u><b><font style="color:blue">Burst=2</font></b></u>''' are possible.
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If<u><b>[[InfantryTypes]]</b></u> has <u><b>{{f|TurretCount|1|Link}}</b></u>
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<u><b>{{f|WeaponCount|2|Link}}</b></u>
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<u><b>[[Weapon1FLH]](in [[Art.ini]] or [[Artmd.ini]])</b></u>
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<u><b>[[Weapon2FLH]](in [[Art.ini]] or [[Artmd.ini]])</b></u>
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<u><b>[[EliteWeapon1FLH]](in [[Art.ini]] or [[Artmd.ini]])</b></u>
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<u><b>[[EliteWeapon2FLH]](in [[Art.ini]] or [[Artmd.ini]])</b></u>
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<b>[E1]</b>
 
<b>[E1]</b>
  

Latest revision as of 17:16, 28 June 2024

Tiberian Dawn The Covert Operations Red Alert Counterstrike Aftermath Tiberian Sun Firestorm HyperPatch Red Alert 2 Yuri's Revenge Ares Generals Zero Hour Tiberium Wars Kane's Wrath
Flag: TurretCount
File(s): Rules(md).ini
Values: unsigned integers
Default: 0
Applicable to: VehicleTypes, BuildingTypes


Specifies the amount of turrets this object has. Used for special weapon systems, for example, turret-changers (Gunner=yes), charge turrets (IsChargeTurret=yes), or gattling logic (IsGattling=yes).

In those cases, the game loads files objectnametur%d.vxl/hva, where %d represents the number between 1 and TurretCount, as opposed to plain objectnametur.vxl/hva it loads normally.

Cc alert.png Bugs/Side-Effects/Unexpected Limitations

When setting TurretCount to a value greater than 0, see that WeaponCount is also set correctly. This has to be done because the latter is not initialized to a constant value, and garbage in memory could lead to unexpected results, like corrupting memory. In the best case it crashes when starting a game.

IfInfantryTypes has TurretCount=1 WeaponCount=2

Weapon1FLH(in Art.ini or Artmd.ini)

Weapon2FLH(in Art.ini or Artmd.ini)

EliteWeapon1FLH(in Art.ini or Artmd.ini)

EliteWeapon2FLH(in Art.ini or Artmd.ini)

[E1]

TurretCount=1

WeaponCount=2

Weapon1=AGGattling

EliteWeapon1=AGGattlingE

Weapon2=AAGattling

EliteWeapon2=AAGattlingE

Burst=2.png