TurretAnim: Difference between revisions
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To render a [[voxel]] turret on a building, simply put the voxel's file name into the {{f|TurretAnim}} input and give the building the additional tag {{f|TurretAnimIsVoxel|true|link}}; the game will render the voxel directly onto the building without a need for a corresponding {{ini|art}} entry. | To render a [[voxel]] turret on a building, simply put the voxel's file name into the {{f|TurretAnim}} input and give the building the additional tag {{f|TurretAnimIsVoxel|true|link}}; the game will render the voxel directly onto the building without a need for a corresponding {{ini|art}} entry. | ||
== SHP Turret == | == SHP Turret == | ||
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{{f|LoopCount|-1|link}} | {{f|LoopCount|-1|link}} | ||
{{f|Rate|0|link}} | {{f|Rate|0|link}} | ||
== Charge Animation == | == Charge Animation == | ||
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Here the turret logic has been "hijacked" for a special purpose. If the building has no turret ({{f|Turret|no|link}}) but has a valid {{f|TurretAnim}} entry and a [[primary]] weapon with {{f|Charges|yes|link}}, 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 {{ts}}. Use {{f|TurretChargeAnimRate|link}} to specify the animation speed. | Here the turret logic has been "hijacked" for a special purpose. If the building has no turret ({{f|Turret|no|link}}) but has a valid {{f|TurretAnim}} entry and a [[primary]] weapon with {{f|Charges|yes|link}}, 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 {{ts}}. Use {{f|TurretChargeAnimRate|link}} to specify the animation speed. | ||
==Note== | ==Note== | ||
*Can be replaced with [[VoxelBarrelFile]] <b>(Disable tag "TurretAnim" and use the [[VoxelBarrelFile]] tag instead)</b>. | *Can be replaced with [[VoxelBarrelFile]] <b>(Disable tag "TurretAnim" and use the [[VoxelBarrelFile]] tag instead)</b>. |
Revision as of 21:23, 23 January 2025
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Flag: | TurretAnim |
File(s): | rules(md).ini |
Values: | Strings: Normal text. (Limited to: Animations) |
Default: | none |
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

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.
Note
- Can be replaced with VoxelBarrelFile (Disable tag "TurretAnim" and use the VoxelBarrelFile tag instead).