TurretAnim: Difference between revisions
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|files={{Categ|ini=rules}} | |files={{Categ|ini=rules}} | ||
|types={{Categ|BuildingTypes}} | |types={{Categ|BuildingTypes}} | ||
|default=none | |||
|values={{values|string|[[Animations]]}} | |values={{values|string|[[Animations]]}} | ||
|ts=yes | |ts=yes | ||
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|ares=yes | |ares=yes | ||
}} | }} | ||
This flag should be set to the [[animation]] to be rendered as a [[turret]] on this [[BuildingTypes|building type]]. The turret animation can be of three types: | This flag should be set to the [[animation]] to be rendered as a [[turret]] on this [[BuildingTypes|building type]]. The turret animation can be of three types: | ||
== Voxel Turret == | == Voxel Turret == | ||
To render a [[voxel]] turret on a building, simply put the voxel's file name into the {{f|TurretAnim}} input and give the building the additional tag {{f|TurretAnimIsVoxel|true|link}}; the game will render the voxel directly onto the building without a need for a corresponding {{ini|art}} entry. | |||
Through my various tests, I found that <b>Voxel Turret</b> can have more than one turret.<br>[[File:Voxel Turret x2.png]]<br> | |||
Normally you cannot specify '''TurretAnim=VoxelWO''' is possible, but if you define it like this: It will be available.<br> | |||
example:<br> | |||
'''[GAPOWR]'''<br> | |||
'''{{f|Image|DESTWO|ink}}'''<br> | |||
'''{{f|Turret|yes|ink}}'''<br> | |||
'''{{f|TurretAnim|DEST|ink}}'''<br> | |||
'''{{f|TurretAnimIsVoxel|True|ink}}<br> | |||
'''...'''<br> | |||
Results<br>[[File:TurretAnim=DEST.png]]<br> | |||
If you don't follow the above method. But it's set normally.<br> | |||
'''[GAPOWR]'''<br> | |||
'''{{f|Image|DEST|ink}}'''<br> | |||
'''{{f|Turret|yes|ink}}'''<br> | |||
'''{{f|TurretAnim|DESTWO|ink}}'''<br> | |||
'''{{f|TurretAnimIsVoxel|True|ink}}'''<br> | |||
'''...'''<br> | |||
It will give results like this<br>[[File:TurretAnim=DESTWO.png]]<br> | |||
== SHP Turret == | == SHP Turret == | ||
[[File:Turretrotation.png|thumb|frame|Turret shape orientation should start from the ▲ direction and rotate counter-clockwise, like in this example.]] To render a turret [[SHP|shape]] on a building, list the [[SHP|.shp]] animation entry in the {{f|TurretAnim}} input and see that {{f|TurretAnimIsVoxel|false|link}}; the game will expect that the turret animation has an {{ini|art}} entry. Turret shapes should have 32 frames and can have shadow frames, which unlike .shp-based vehicles turrets, do animate their shadows. | [[File:Turretrotation.png|thumb|frame|Turret shape orientation should start from the ▲ direction and rotate counter-clockwise, like in this example.]] To render a turret [[SHP|shape]] on a building, list the [[SHP|.shp]] animation entry in the {{f|TurretAnim}} input and see that {{f|TurretAnimIsVoxel|false|link}}; the game will expect that the turret animation has an {{ini|art}} entry. Turret shapes should have 32 frames and can have shadow frames, which unlike .shp-based vehicles turrets, do animate their shadows. | ||
It will also need these: | It will also need these:<br> | ||
{{f|LoopStart|0|link}} | {{f|LoopStart|0|link}} | ||
{{f|LoopEnd|32|link}} | {{f|LoopEnd|32|link}} | ||
{{f|LoopCount|-1|link}} | {{f|LoopCount|-1|link}} | ||
{{f|Rate|0|link}} | {{f|Rate|0|link}} | ||
SHP images in <b>TurretAnim</b> can be replaced with other SHP images if the SHP file is specified in the <b>TurretAnim</b> tag. has the tag {{f|Theater|yes|link}} <b>(applies only to theaters where the SHP file has the extension of that theater, such as testtur.tem).</b><br> | |||
Normally name of the SHP turret must be specified in the section. [[Animations]] to make it available.<br> | |||
But if the turret name SHP'''(animation)''' is defined in the [[Trailer]] and [[TrailerAnim]] You do not need to specify Put it in the section [[Animations]]<br> | |||
example:<br> | |||
'''[RING1]''' ;Name of Animations in this section must be specified in the section. [[Animations]] also, otherwise doing this would be useless.<br> | |||
{{f|Trailer|TURSHP|link}}<br> | |||
{{f|TrailerAnim|TURSHP|link}}<br> | |||
== Charge Animation == | == Charge Animation == | ||
Here the turret logic has been "hijacked" for a special purpose. If the building has no turret ({{f|Turret|no|link}}) but has a valid {{f|TurretAnim}} entry and a [[primary]] weapon with {{f|Charges|yes|link}}, then this animation is used for the weapon charge-up animation. When the building acquires a target, this animation will play before the weapon can actually fire. An example of this is the Obelisk of Light in {{ts}}. Use {{f|TurretChargeAnimRate|link}} to specify the animation speed. | Here the turret logic has been "hijacked" for a special purpose. If the building has no turret ({{f|Turret|no|link}}) but has a valid {{f|TurretAnim}} entry and a [[primary]] weapon with {{f|Charges|yes|link}}, then this animation is used for the weapon charge-up animation. When the building acquires a target, this animation will play before the weapon can actually fire. An example of this is the Obelisk of Light in {{ts}}. Use {{f|TurretChargeAnimRate|link}} to specify the animation speed. | ||
{{Bugs}} | |||
<b><u>;Even though the turret voxels cannot have shadows But you can create one fake turret and then lowerits height. | |||
until it is level with the ground And then you adjust it to black. to create fake shadows</u></b> | |||
<P Align=center>[[File:Fake Shadow(Voxel).png]]</P><P Align=center><u><b><font style="color:blue>[</font>Fake Shadow(Voxel)<font style="color:blue>]</font></b></u></P><br> | |||
==Note== | |||
*Can be replaced with [[VoxelBarrelFile]] <b>(Disable tag "TurretAnim" and use the [[VoxelBarrelFile]] tag instead)</b>. | |||
== See Also == | == See Also == |