Artillary: Difference between revisions
Nighthawk200 (talk | contribs) Just a note to anyone who might get confused here |
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{{ | {{Flag | ||
|files={{Categ|ini=rules}} | |||
<i>Note: This tag is valid despite the spelling error. Using 'Artillery' instead of 'Artillary' will not work.</i> | |values={{Values|Boolean}} | ||
|default=0 | |||
|types={{Categ|BuildingTypes}} | |||
|ts=yes | |||
|fs=yes | |||
|hp=yes | |||
|ets=yes | |||
|ra2=yes | |||
|yr=yes | |||
|ares=yes | |||
}} | |||
This flag acts similar to {{f|TickTank|link}} and {{f|IsJuggernaut|link}} as they control the direction a unit will turn to before deploying into a structure. When enabled on a [[BuildingType|building]], any unit that deploys into said building will turn to face the [[Compass|north]] (top-right) direction before deploying. | |||
<i>'''Note''': This tag '''is''' valid despite the spelling error. Using 'Artillery' instead of 'Artillary' will not work.</i> | |||
{{bugs}} | |||
===Instant barrel=== | |||
Of the deployer flags, this one is unique in that the building's [[BarrelAnimIsVoxel|barrel]], if any, is rendered as soon as the building is deployed (i.e. before the [[buildup]] animation has completed). | |||
===Buildup anim issues=== | |||
In {{ts}} and {{fs}}, there is a sequencing bug here which can cause graphical discrepancies when the unit is undeploying from structure form back to vehicle form: | |||
* step 1: the undeploy anim plays (i.e. the deploying anim but in reverse) until it is done | |||
* step 2: the base structure art image is shown again | |||
* step 3: the building turret returns to its neutral position (pointing top-right by default); for a low ROT, this could take a while | |||
* step 4: the structure object turns into an unit object | |||
In {{ts}} this is particularly visible on the Nod Artillery unit when it undeploys: | |||
* the undeploy anim will play, where the Artillery piece pulls the outrigger legs back into its body | |||
* it then reverts to the normal "deployed artillery" structure image - which shows the outrigger legs back out again - while the turret turns back to its neutral orientation | |||
* ...and then only does it turn into a vehicle. |
Latest revision as of 11:57, 18 October 2023
Flag: | Artillary |
File(s): | rules(md).ini |
Values: | Boolean values: yes or no, true or false, 1 or 0 |
Default: | 0 |
Applicable to: | BuildingTypes |
This flag acts similar to TickTank and IsJuggernaut as they control the direction a unit will turn to before deploying into a structure. When enabled on a building, any unit that deploys into said building will turn to face the north (top-right) direction before deploying.
Note: This tag is valid despite the spelling error. Using 'Artillery' instead of 'Artillary' will not work.
Bugs/Side-Effects/Unexpected Limitations
Instant barrel
Of the deployer flags, this one is unique in that the building's barrel, if any, is rendered as soon as the building is deployed (i.e. before the buildup animation has completed).
Buildup anim issues
In Tiberian Sun and Firestorm, there is a sequencing bug here which can cause graphical discrepancies when the unit is undeploying from structure form back to vehicle form:
- step 1: the undeploy anim plays (i.e. the deploying anim but in reverse) until it is done
- step 2: the base structure art image is shown again
- step 3: the building turret returns to its neutral position (pointing top-right by default); for a low ROT, this could take a while
- step 4: the structure object turns into an unit object
In Tiberian Sun this is particularly visible on the Nod Artillery unit when it undeploys:
- the undeploy anim will play, where the Artillery piece pulls the outrigger legs back into its body
- it then reverts to the normal "deployed artillery" structure image - which shows the outrigger legs back out again - while the turret turns back to its neutral orientation
- ...and then only does it turn into a vehicle.