TurretCount: Difference between revisions
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When setting {{f|TurretCount}} to a value greater than {{tt|0}}, see that {{f|WeaponCount|link}} 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. | When setting {{f|TurretCount}} to a value greater than {{tt|0}}, see that {{f|WeaponCount|link}} 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 <font style="color:blue"><u><b> | *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> | |||
<u><b>{{f|WeaponCount|2|Link}}</b></u> | |||
<u><b>[[Weapon1FLH]](in [[Art.ini]] or [[Artmd.ini]])</b></u> | |||
<u><b>[[Weapon2FLH]](in [[Art.ini]] or [[Artmd.ini]])</b></u> | |||
<u><b>[[EliteWeapon1FLH]](in [[Art.ini]] or [[Artmd.ini]])</b></u> | |||
<u><b>[[EliteWeapon2FLH]](in [[Art.ini]] or [[Artmd.ini]])</b></u> | |||
<b>[E1]</b> | <b>[E1]</b> | ||
Latest revision as of 15:16, 28 June 2024
Flag: | TurretCount |
File(s): | Rules(md).ini |
Values: | unsigned integers |
Default: | 0 |
Applicable to: | VehicleTypes, 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.
IfInfantryTypes 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