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TurretAnim

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Revision as of 10:10, 16 September 2024 by Testid123 (talk | contribs)
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Flag: TurretAnim
File(s): rules(md).ini
Values: Strings: Normal text. (Limited to: Animations)
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

Turret shape orientation should start from the ▲ direction and rotate counter-clockwise, like in this example.
To render a turret shape on a building, list the .shp animation entry in the TurretAnim input and see that TurretAnimIsVoxel=false; the game will expect that the turret animation has an art(md).ini entry. Turret shapes should have 32 frames and can have shadow frames, which unlike .shp-based vehicles turrets, do animate their shadows.

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.

Bugs/Side-Effects/Unexpected Limitations

;Even though the turret voxels cannot have shadows But you can create one fake turret and then lowerits height.

until it is level with the ground And then you adjust it to black. to create fake shadows

[Fake Shadow(Voxel)]


Note

See Also