TurretOffset: Difference between revisions
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|values={{Values|integer}} | |values={{Values|integer}} | ||
|default=0 | |default=0 | ||
|types={{Categ|VehicleTypes}} (voxel only) | |types={{Categ|VehicleTypes}} (voxel only),{{Categ|BuildingTypes}} (voxel only) | ||
|ts=yes | |ts=yes | ||
|fs=yes | |fs=yes | ||
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|rp=yes | |rp=yes | ||
}} | }} | ||
==For VehicleTypes== | |||
TurretOffset provides additional degree of control over [[Voxel Turret and Barrel Positioning|turret/barrel positioning]]. Unlike voxel header editing, which uses voxel blocks as measure units, this tag takes value in [[lepton]]s. It allows you to move the turret "box" forward or backward over the z axis. (And by doing so, it affects the barrel's location on the z-axis the same way.) | TurretOffset provides additional degree of control over [[Voxel Turret and Barrel Positioning|turret/barrel positioning]]. Unlike voxel header editing, which uses voxel blocks as measure units, this tag takes value in [[lepton]]s. It allows you to move the turret "box" forward or backward over the z axis. (And by doing so, it affects the barrel's location on the z-axis the same way.) | ||
- = reverse, + = forward, its actually sensible for once | - = reverse, + = forward, its actually sensible for once | ||
==For BuildingTypes== | |||
You can use this tag with [[BuildingTypes]] (discovered by testid123) with the following conditions:<br> | |||
1. 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]]).<br> | |||
2.[[Image]] of [[BuildingTypes]] that use the <b>TurretOffset=x</b> tag must have {{f|Voxel|yes|link}} in [[Artmd.ini]];;Yet it still suffers from the side effects of tag errors <b>TurretOffset=x</b><br>The [[TurretAnim]] of [[BuildingTypes]] changes based on the x value of the tag. <b>TurretOffset</b><br>[[File:TurretOffset on BuildingTypes.png]] | |||
{{Bugs}} | {{Bugs}} | ||
*Changed the basic attack position of any units and buildings. with '''TurretOffset=x'''<br> | *Changed the basic attack position of any units and buildings. with '''TurretOffset=x'''<br> | ||
*When the turret position is not at [[VehicleTypes]] Voxel turrets are displayed incorrectly | *When the turret position is not at [[VehicleTypes]] Voxel turrets are displayed incorrectly |
Revision as of 17:06, 6 October 2024
Flag: | TurretOffset |
File(s): | Art(md).ini |
Values: | Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767. |
Default: | 0 |
Applicable to: | VehicleTypes (voxel only),BuildingTypes (voxel only) |
For VehicleTypes
TurretOffset provides additional degree of control over turret/barrel positioning. Unlike voxel header editing, which uses voxel blocks as measure units, this tag takes value in leptons. It allows you to move the turret "box" forward or backward over the z axis. (And by doing so, it affects the barrel's location on the z-axis the same way.)
- = reverse, + = forward, its actually sensible for once
For BuildingTypes
You can use this tag with BuildingTypes (discovered by testid123) with the following conditions:
1. 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).
2.Image of BuildingTypes that use the TurretOffset=x tag must have Voxel=yes in Artmd.ini;;Yet it still suffers from the side effects of tag errors TurretOffset=x
The TurretAnim of BuildingTypes changes based on the x value of the tag. TurretOffset
Bugs/Side-Effects/Unexpected Limitations
- Changed the basic attack position of any units and buildings. with TurretOffset=x
- When the turret position is not at VehicleTypes Voxel turrets are displayed incorrectly