TurretCount: Difference between revisions
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Aircraft also, and Other |
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|values=unsigned integers | |values=unsigned integers | ||
|default=0 | |default=0 | ||
|types={{Categ|InfantryTypes}},{{Categ|VehicleTypes}},{{Categ|BuildingTypes}} | |types={{Categ|InfantryTypes}},{{Categ|VehicleTypes}},{{Categ|AircraftTypes}},{{Categ|BuildingTypes}} | ||
|ra2=yes | |ra2=yes | ||
|yr=yes | |yr=yes | ||
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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. | *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. | ||
If<u><b>[[InfantryTypes]]</b></u> has <u><b>{{f|TurretCount|1|Link}}</b></u> | If <u><b>[[InfantryTypes or AircraftTypes]]</b></u> has <u><b>{{f|TurretCount|1|Link}}</b></u> | ||
<u><b>{{f|WeaponCount|2|Link}}</b></u> | <u><b>{{f|WeaponCount|2|Link}}</b></u> | ||
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[[File:Burst=2.png]] | [[File:Burst=2.png]] | ||
And the [[WeaponX]] system initiated in this way can also be used normally in modern engines with [[DeployFireWeapon]] to specify weapons beyond 2. |
Latest revision as of 14:59, 7 January 2025
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Flag: | TurretCount |
File(s): | Rules(md).ini |
Values: | unsigned integers |
Default: | 0 |
Applicable to: | InfantryTypes,VehicleTypes,AircraftTypes,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.
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.
- Allows InfantryTypes to use Weapons with Burst=2 are possible.
If InfantryTypes or AircraftTypes 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
And the WeaponX system initiated in this way can also be used normally in modern engines with DeployFireWeapon to specify weapons beyond 2.