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Turret: Difference between revisions
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*If Buildings that infantry canable occupy '''({{f|CanBeOccupied|yes|Link}})''' have '''{{f|Turret|yes|Link}}''' after infantry leaves the building. Will not be able to go back in again. | *If Buildings that infantry canable occupy '''({{f|CanBeOccupied|yes|Link}})''' have '''{{f|Turret|yes|Link}}''' after infantry leaves the building. Will not be able to go back in again. | ||
*Causes shadows of <u><b>[[VehicleTypes]]</b></u> to display incorrectly | *Causes shadows of <u><b>[[VehicleTypes]]</b></u> to display incorrectly |
Revision as of 15:09, 15 July 2024
Flag: | Turret |
File(s): | Rules(md).ini |
Values: | boolean |
Default: | no |
Applicable to: | VehicleTypes, BuildingTypes |
Specifies whether this object has a turret.
- On VehicleTypes
- The turret filename has to be the same as the object's, with the suffix tur, and be in VXL format, with an accompanying HVA. Should [UNIT] have Turret=yes set but no file with the name unittur exist, the game will crash.
- On BuildingTypes
- The turret filename is specified by TurretAnim, should be the same as on VehicleTypes, and its format is specified by TurretAnimIsVoxel. If the turret is in SHP format, it should be defined in art(md).ini and listed in [Animations] in order to be loaded by the game. If the turret is in VXL format, this is not necessary.
Bugs/Side-Effects/Unexpected Limitations
- If Buildings that infantry canable occupy (CanBeOccupied=yes) have Turret=yes after infantry leaves the building. Will not be able to go back in again.
- Causes shadows of VehicleTypes to display incorrectly