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: | |||
== 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. | ||
== 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}} | |||
== 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. | |||
[[ | == See Also == | ||
* [[TurretAnimIsVoxel]] | |||
* [[TurretAnimDamaged]] | |||
* [[TurretAnimZAdjust]] | |||
* [[TurretChargeAnimRate]] |
Revision as of 21:48, 20 January 2022
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.
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
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.