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TurretOffset: Difference between revisions

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Crimsonum (talk | contribs)
the flag does NOT read x,y values, only z. Check [http://www.ppmsite.com/forum/viewtopic.php?p=371653#371653 this topic] for proof
Crimsonum (talk | contribs)
mNo edit summary
Line 2: Line 2:
|name={{PAGENAME}}
|name={{PAGENAME}}
|files={{Categ|Art(md).ini}}
|files={{Categ|Art(md).ini}}
|values=one to three comma-separated integers
|values={{Values|integer}}
|default=0
|default=0
|types={{Categ|VehicleTypes}} (voxel only)
|types={{Categ|VehicleTypes}} (voxel only)

Revision as of 07:01, 16 February 2010

Tiberian Dawn The Covert Operations Red Alert Counterstrike Aftermath Tiberian Sun Firestorm HyperPatch Red Alert 2 Yuri's Revenge Ares Generals Zero Hour Tiberium Wars Kane's Wrath
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)


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.)