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Delayed firing for infantry
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SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Wed Jan 11, 2012 7:26 pm    Post subject:  Delayed firing for infantry Reply with quote  Mark this post and the followings unread

Noticed something cool about the FireUp and FireProne keys in art.ini. You can give them a very high value, like 20, to create an infantry unit that can't fire the weapon as soon as you order it to attack something. Works bit like the Obelisk having to charge up the laser (Charges=yes key). You have to adjust the shp to have longer firing frame sequence though, and create a new sequence for the infantry in art.ini. You can even create an animation for it, like e.g. a mortar infantry would first load the projectile into the mortar, only then fire it.

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Wed Jan 11, 2012 7:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well yeah it just tells at which frame of the firing sequence it will actually fire the weapon, WW used it to sync the firing with the weapon muzzles etc. I think. In YR there's a separate key for secondary weapons called SecondaryFire= but unfortunately I don't think it's available in TS.

Interesting application of the logic here, though.

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Wed Jan 11, 2012 8:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

SecondaryFire is not in TS and yes the logic is merely for syncing the animation frames to firing the actual weapon on defined frame and of course usable like charges=yes but unless weapon is some major badass mortar, else using longer frame values is not too practical.

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