TurretAnim: Difference between revisions
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* [[TurretAnimIsVoxel]] | * [[TurretAnimIsVoxel]] | ||
* [[TurretAnimDamaged]] | * [[TurretAnimDamaged]] | ||
* [[TurretAnimX]] | |||
* [[TurretAnimY]] | |||
* [[TurretAnimZAdjust]] | * [[TurretAnimZAdjust]] | ||
* [[TurretChargeAnimRate]] | * [[TurretChargeAnimRate]] |
Revision as of 15:45, 18 April 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.