Posted: Wed Jan 19, 2022 6:45 am Post subject:
How to add SHP or Voxel Turrets to BuildingTypes in YR
By default SHP Turrets need 32 Frames for each facing
In Rulesmd make sure to add the Turret SHPs in the animations list
[Animations]
XXX=TURRET_A
XXX=TURRET_AD
On the Building itself you will need to change or add these tags to the building
Turret=yes ; Makes sure the Building will try and draw in a Turret File from the Animations List
TurretAnim=TURRET_A ; Turret Animation to draw, Can be either SHP and cannot be both at the same time
TurretAnimDamaged=TURRET_AD ; Damaged Version is optional and by default isn't called in unless specified by the code
TurretAnimIsVoxel=False ; This makes sure the Game will draw the SHP file you put in TurretAnim and TurretAnimDamaged
TurretAnimX=0 ; Will move the Turret position along the X Axis, adjust accordingly
TurretAnimY=0 ; Will move the Turret position along the Y Axis, adjust accordingly
TurretAnimZAdjust= ; Renders how far it should be to the layering, adjust accordingly
TurretRotateSound= Looping Sound to play when the Turret is rotating
These Apply to Voxel Turrets only, These are used by the Grand Cannon in Red Alert 2 & Yuri's Revenge
TurretRecoil= Does the Turret get pushed back after firing
TurretTravel= How many leptons it will get pushed pash after firing
BarrelTravel= How many leptons it will get pushed pash after firing
BarrelCompressFrames= The number of frames that the barrel attached to the TurretAnim= on this BuildingType takes to compress (recoil). Only applies to structures that have TurretRecoil=yes set to give the impression of the barrel recoiling.
BarrelHoldFrames= The number of frames that the barrel attached to the TurretAnim= on this BuildingType will hold before it starts recoiling back.
BarrelRecoverFrames= The number of frames that the barrel attached to the TurretAnim= on this BuildingTYpe will take to adjust back to its original position.
In Artmd
The following relates o SHP Turrets
; Single SHP File with no Damaged Turret Frames
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