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How to add SHP or Voxel Turrets to BuildingTypes in YR
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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Wed Jan 19, 2022 6:45 am    Post subject:  How to add SHP or Voxel Turrets to BuildingTypes in YR Reply with quote  Mark this post and the followings unread

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

[TURRET_A]
Start=0
LoopStart=0
LoopEnd=31
LoopCount=-1
Layer=ground
Shadow=yes

; Holds both the Normal & Damaged Frames in the same SHP

[TURRET_A]
Start=0
LoopStart=0
LoopEnd=31
LoopCount=-1
Layer=ground
Shadow=yes

[TURRET_AD]
Image=FLAKTUR
Start=31
LoopStart=31
LoopEnd=63
LoopCount=-1
Layer=ground
Shadow=yes

And viola. You now have a turret on your buildingtype.


Key Words: #Tutorials #RedAlert2 #YurisRevenge #Rules.INI #Art.INI 

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