Anim
The animations played at the firing coordinate when the weapon goes off, either one fixed entry or one per facing.
- Applies to
- WeaponType
- File
rules.ini- Section
[<ObjectType ID>]- Value
- list of AnimTypes
- When omitted
(empty)
The list length decides how it is spent. Exactly eight entries make the choice directional, one per compass facing; any other non-empty length uses the first entry for every shot and ignores the rest. The animation is created at the muzzle coordinate the shot left from, and on anything other than a building it is attached to the firing object so that it travels with it.
[MyGatling] ; example WeaponTypeAnim=GUNFIRE1,GUNFIRE2,GUNFIRE3,GUNFIRE4,GUNFIRE5,GUNFIRE6,GUNFIRE7,GUNFIRE8 ; AnimTypes registered in [Animations]The eight-entry order starts at north-west rather than at north, so the entries run north-west, north, north-east, east, south-east, south, south-west, west. The facing tested is the direction the weapon is currently aiming. A vehicle uses its turret’s facing where it has one and its body’s facing otherwise; an infantry and an aircraft always use the body’s facing; a structure uses its turret’s facing, but falls back to the direction of its target when it has no turret or its turret animation is a voxel.
Writing Anim=none empties the list and leaves the weapon with no firing animation, because the placeholder resolves to no type and nothing is added. Writing the key with nothing after the = is a different thing: the read finds no value and keeps whatever an earlier rules file set. A name the game does not already know is registered as a new animation type rather than rejected, so a misspelled entry becomes a blank animation of its own and still occupies its place in the eight.
The list is spent only when an object fires the weapon at a target. A detonation staged by the Do Explosion At trigger action, and the shot an EM pulse cannon throws at its stored destination, both skip it and leave the muzzle bare.
Report, PrimaryFireFLH