TurretAnim: Difference between revisions
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{{Flag | |||
|name={{PAGENAME}} | |||
|files={{Categ|ini=rules}} | |||
|types={{Categ|BuildingTypes}} | |||
|values={{values|string|[[Animations]]}} | |||
|ts=yes | |||
|fs=yes | |||
|hp=yes | |||
|ra2=yes | |||
|yr=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: | |||
To render a voxel turret on a building, simply put the voxel's file name into the TurretAnim | == 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]] | ||
== 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. | |||
It will also need these: | It will also need these: | ||
{{f|LoopStart|0|link}} | |||
{{f|LoopEnd|32|link}} | |||
{{f|LoopCount|-1|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> | |||
== 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. | |||
{{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 == | ||
* [[TurretAnimIsVoxel]] | |||
* [[TurretAnimDamaged]] | |||
* [[TurretAnimX]] | |||
* [[TurretAnimY]] | |||
* [[TurretAnimZAdjust]] | |||
* [[TurretChargeAnimRate]] |
Latest revision as of 10:42, 24 September 2024
Flag: | TurretAnim |
File(s): | rules(md).ini |
Values: | Strings: Normal text. (Limited to: Animations) |
Applicable to: | BuildingTypes |
This flag should be set to the animation to be rendered as a turret on this building type. The turret animation can be of three types:
Voxel Turret
To render a voxel turret on a building, simply put the voxel's file name into the TurretAnim input and give the building the additional tag TurretAnimIsVoxel=true; the game will render the voxel directly onto the building without a need for a corresponding art(md).ini entry.
Through my various tests, I found that Voxel Turret can have more than one turret.
SHP Turret
To render a turret shape on a building, list the .shp animation entry in the TurretAnim input and see that TurretAnimIsVoxel=false; the game will expect that the turret animation has an art(md).ini 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:
LoopStart=0 LoopEnd=32 LoopCount=-1 Rate=0
SHP images in TurretAnim can be replaced with other SHP images if the SHP file is specified in the TurretAnim tag. has the tag Theater=yes (applies only to theaters where the SHP file has the extension of that theater, such as testtur.tem).
Charge Animation
Here the turret logic has been "hijacked" for a special purpose. If the building has no turret (Turret=no) but has a valid TurretAnim entry and a primary weapon with Charges=yes, 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 Tiberian Sun. Use TurretChargeAnimRate to specify the animation speed.
Bugs/Side-Effects/Unexpected Limitations
;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
[Fake Shadow(Voxel)]
Note
- Can be replaced with VoxelBarrelFile (Disable tag "TurretAnim" and use the VoxelBarrelFile tag instead).