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Turret

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Revision as of 12:45, 18 July 2024 by DeathFish (talk | contribs) (Westwood programmers should be loaded into cannons and shot into the sun.)
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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

  • Makes the vehicle SHP shadowed from the SHP image when it floats above the ground With any action
  • 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.

IE Warning:

Without considering any extension engines, for a vehicle with Image=<none>, even if it should not have an image or create an empty Shape image due to Image settings, if you add Turret=yes, the game will still attempt to obtain a Voxel Turret section, and you will receive a internal error. Congratulations. xD Only God knows about such an outrageous work logic.