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Turret: Difference between revisions

From ModEnc²
en>EvilRenegade
Issue resolved ~~ Millennium
Line 17: Line 17:
:The turret filename has to be the same as the object's, with the suffix {{Tt|tur}}, and be in [[VXL]] format, with an accompanying [[HVA]].
:The turret filename has to be the same as the object's, with the suffix {{Tt|tur}}, and be in [[VXL]] format, with an accompanying [[HVA]].
;On BuildingTypes
;On BuildingTypes
:The turret filename is specified by {{f|TurretAnim|link}}, should be the same as on VehicleTypes, and its format is specified by {{f|TurretAnimIsVoxel|link}}.
:The turret filename is specified by {{f|TurretAnim|link}}, should be the same as on VehicleTypes, and its format is specified by {{f|TurretAnimIsVoxel|link}}. 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 voxel format, this is not necessary.
 
{{NeedsTesting}}
Whether {{f|TurretAnim|link}} works or not, since
[GTGCAN]
TurretAnim=GTGCANTUR
In theory all animations should be defined in art(md).ini and listed in [Animations], and both of these rules are violated by this entry, yet it still works.

Revision as of 19:19, 24 December 2011

Tiberian Dawn Red Alert Tiberian Sun Firestorm Red Alert 2 Yuri's Revenge
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.
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 voxel format, this is not necessary.