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TurretOffset: Difference between revisions

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{{flag|name=TurretOffset|files=art(md).ini|values=one to three comma-separated integers|special=None|default=0,0,0|types=voxel [[VehicleTypes]]|games=TS, FS, RA2, YR}}
{{Flag
|name={{PAGENAME}}
|files={{Categ|Art(md).ini}}
|values=one to three comma-separated integers
|special=None
|default=0,0,0
|types={{Categ|VehicleTypes}} (voxel only)
|games=[[TS]], [[RA2]], [[YR]]
}}


TurretOffset provides additional degree of control over [[Voxel Turret and Barrel Positioning|turret/barrel positioning]]. Unlike voxel header editing, which uses voxel blocks as measure units, this tag takes value in leptons. It allows you to move the turret "box"'s 0,0,0 point forward or backward over each axis (first number is correction along the front-to-back axis, second number if specified is the correction along the left-to-right axis, and the third one is correction along the bottom-to-top axis). (And by doing so, it affects the barrel's 0,0,0 point the same way.)
TurretOffset provides additional degree of control over [[Voxel Turret and Barrel Positioning|turret/barrel positioning]]. Unlike voxel header editing, which uses voxel blocks as measure units, this tag takes value in [[lepton]]s. It allows you to move the turret "box"'s 0,0,0 point forward or backward over each axis (first number is correction along the front-to-back axis, second number if specified is the correction along the left-to-right axis, and the third one is correction along the bottom-to-top axis). (And by doing so, it affects the barrel's 0,0,0 point the same way.)
 
[[Category:art(md).ini Flags]]
[[Category:VehicleTypes Flags]]

Revision as of 10:54, 11 June 2006

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Flag: TurretOffset
File(s): Art(md).ini
Values: one to three comma-separated integers
Special Values: None
Default: 0,0,0
Applicable to: VehicleTypes (voxel only)


TurretOffset provides additional degree of control over turret/barrel positioning. Unlike voxel header editing, which uses voxel blocks as measure units, this tag takes value in leptons. It allows you to move the turret "box"'s 0,0,0 point forward or backward over each axis (first number is correction along the front-to-back axis, second number if specified is the correction along the left-to-right axis, and the third one is correction along the bottom-to-top axis). (And by doing so, it affects the barrel's 0,0,0 point the same way.)