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Turret
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.
- for a Voxel turret. Even though it is a Voxel file, those Voxel turrets It's not sloping Along the sloping area.(My opinion: Since BuildingTypes cannot use Locomotor, it BuildingTypes cannot tilt along sloped terrain).
Bugs/Side-Effects/Unexpected Limitations
- If VehicleTypes SHP has Turret=yes there will be a shadow above the ground. When floating above the ground by any means
- 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
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.