Turret: Difference between revisions
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Specifies whether this object has a turret. | Specifies whether this object has a turret. | ||
;On VehicleTypes | ;On VehicleTypes | ||
:The turret filename has to be the same as the object's, with the suffix {{Tt|tur}}, and be in [[VXL]] format, with an accompanying [[HVA]]. Should [UNIT] have Turret=yes set but no file with the name unittur exist, the game will crash. | :The turret filename has to be the same as the object's, with the suffix {{Tt|tur}}, and be in [[VXL]] format, with an accompanying [[HVA]]. Should [UNIT] have Turret=yes set but no file with the name unittur exist, the game will crash. | ||
;On AircraftTypes | |||
It was hardcoded to not have a turret. Even though there is a tag <b>Turret=yes</b>. | |||
;On BuildingTypes | ;On BuildingTypes | ||
:The turret filename is specified by {{f|TurretAnim|link}}, should be the same as on VehicleTypes, and its format is specified by {{f|TurretAnimIsVoxel|link}}. If the turret is in [[SHP]] format, it should be defined in art(md).ini and listed in [Animations] in order to be loaded by the game. If the turret is in VXL format, this is not necessary. | :The turret filename is specified by {{f|TurretAnim|link}}, should be the same as on VehicleTypes, and its format is specified by {{f|TurretAnimIsVoxel|link}}. If the turret is in [[SHP]] format, it should be defined in art(md).ini and listed in [Animations] in order to be loaded by the game. If the turret is in VXL format, this is not necessary.<br> | ||
If [[BuildingTypes]] does not have the tag [[TurretAnim]], but has the tag {{f|TurretAnimIsVoxel|yes|link}} and other related tags | |||
([[TurretAnimX]],[[TurretAnimY]],[[TurretAnimZAdjust]]) The game will use the Voxel turret image according to the image of the [[BuildingTypes]] defined, e.g.<br> | |||
<b>[GAPILL]</b><br> | |||
<b>Image=LTNK</b><br> | |||
The game uses the image of the <b>Lasher Light Tank</b>'s turret instead.<br> | |||
If you wish to have [[BuildingTypes]] use this [[BuildingTypes]] turret You must meet the following conditions:<br> | |||
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]]) and [[Image]] of [[BuildingTypes]] must have {{f|Voxel|yes|linkl}} in [[Artmd.ini]]<br> | |||
*for a [[Voxel]] turret. Even though it is a [[Voxel]] file, those [[Voxel]] turrets It's not sloping Along the sloping area.<b>(My opinion: Since [[BuildingTypes]] cannot use [[Locomotor]], it [[BuildingTypes]] cannot tilt along sloped terrain)</b>.<br> | |||
[[File:TurretAnimIsVoxel=True on a sloping area.png]] | |||
{{Bugs}} | {{Bugs}} | ||
*If [[VehicleTypes]] [[SHP]] has <b>Turret=yes</b> there will be a shadow above the ground. When floating above the ground by any means<br> | |||
* | *If Buildings that infantry canable occupy '''({{f|CanBeOccupied|yes|Link}})''' have '''{{f|Turret|yes|Link}}''' after infantry leaves the building. Will not be able to go back in again.<br> | ||
*Causes shadows of <u><b>[[VehicleTypes]]</b></u> to display incorrectly<br> | |||
*If Buildings that infantry canable occupy '''({{f|CanBeOccupied|yes|Link}})''' have '''{{f|Turret|yes|Link}}''' after infantry leaves the building. Will not be able to go back in again. | *At least in {{ts}}, [[VehicleTypes|Vehicle]] [[SHP|shapes]] with a turret are limited to a 160x160 pixel canvas. Any pixels beyond this limit are not drawn.<br> | ||
<b><font style="color:red">IE Warning:</font></b><br> | |||
*Causes shadows of <u><b>[[VehicleTypes]]</b></u> to display incorrectly | Without considering any extension engines, for a vehicle with Image=<none>, even if it should not have an image or create an empty Shape image due to Image settings, if you add '''Turret=yes''', the game will still attempt to obtain a Voxel Turret section, and you will receive a internal error. Congratulations. xD | ||
Only God knows about such an outrageous work logic. |
Latest revision as of 05:38, 7 October 2024
Flag: | Turret |
File(s): | Rules(md).ini |
Values: | boolean |
Default: | no |
Applicable to: | VehicleTypes, BuildingTypes |
Specifies whether this object has a turret.
- On VehicleTypes
- The turret filename has to be the same as the object's, with the suffix tur, and be in VXL format, with an accompanying HVA. Should [UNIT] have Turret=yes set but no file with the name unittur exist, the game will crash.
- On AircraftTypes
It was hardcoded to not have a turret. Even though there is a tag Turret=yes.
- On BuildingTypes
- The turret filename is specified by TurretAnim, should be the same as on VehicleTypes, and its format is specified by TurretAnimIsVoxel. If the turret is in SHP format, it should be defined in art(md).ini and listed in [Animations] in order to be loaded by the game. If the turret is in VXL format, this is not necessary.
If BuildingTypes does not have the tag TurretAnim, but has the tag TurretAnimIsVoxel=yes and other related tags
(TurretAnimX,TurretAnimY,TurretAnimZAdjust) The game will use the Voxel turret image according to the image of the BuildingTypes defined, e.g.
[GAPILL]
Image=LTNK
The game uses the image of the Lasher Light Tank's turret instead.
If you wish to have BuildingTypes use this BuildingTypes turret You must meet the following conditions:
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) and Image of BuildingTypes must have Voxel=yes in Artmd.ini
- for a Voxel turret. Even though it is a Voxel file, those Voxel turrets It's not sloping Along the sloping area.(My opinion: Since BuildingTypes cannot use Locomotor, it BuildingTypes cannot tilt along sloped terrain).
Bugs/Side-Effects/Unexpected Limitations
- If VehicleTypes SHP has Turret=yes there will be a shadow above the ground. When floating above the ground by any means
- If Buildings that infantry canable occupy (CanBeOccupied=yes) have Turret=yes after infantry leaves the building. Will not be able to go back in again.
- Causes shadows of VehicleTypes to display incorrectly
- At least in Tiberian Sun, Vehicle shapes with a turret are limited to a 160x160 pixel canvas. Any pixels beyond this limit are not drawn.
IE Warning:
Without considering any extension engines, for a vehicle with Image=<none>, even if it should not have an image or create an empty Shape image due to Image settings, if you add Turret=yes, the game will still attempt to obtain a Voxel Turret section, and you will receive a internal error. Congratulations. xD
Only God knows about such an outrageous work logic.