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Anim

Changed in 0.2.0

The animations played at the firing coordinate when the weapon goes off, either one fixed entry or one per facing.

Specification
Applies to
WeaponType
File
rules.ini
Section
[<ObjectType ID>]
Value
list of AnimTypes
When omitted
(empty)

The number of entries decides which animation a shot plays:

  • A list of 8, 16, 32 or 64 entries gives one animation per direction, and each shot plays the entry for the direction the object fires in.
  • A list of any other length plays its first entry on every shot and ignores the rest.
rules.ini
[MyGatling] ; example WeaponType
Anim=GUNFIRE1,GUNFIRE2,GUNFIRE3,GUNFIRE4,GUNFIRE5,GUNFIRE6,GUNFIRE7,GUNFIRE8 ; AnimTypes registered in [Animations]

A directional list starts at north-west and runs clockwise. An eight-entry list therefore runs north-west, north, north-east, east, south-east, south, south-west, west. A longer list also starts at north-west and divides the circle into as many equal steps as it has entries.

The direction used is the one the weapon is aiming in:

  • A vehicle with a turret uses the turret’s facing. A vehicle without one uses its body’s facing.
  • Infantry and aircraft use the direction they face.
  • A structure with a turret uses the turret’s facing. A structure with no turret, or whose turret animation is a voxel, uses the direction to its target.

The animation appears at the weapon’s muzzle. On a vehicle, infantry or aircraft it is attached to the firing object and moves with it. On a structure it stays where it appeared. On a burst weapon it can appear at the opposite muzzle from the projectile, as Firing geometry describes.

Anim=none empties the list, and the weapon plays no firing animation. A none entry inside a longer list is dropped, which shortens the list and can change how entries are chosen. An empty value after the = keeps whatever an earlier rules file set. A name the game does not already know is registered as a new animation type, so a misspelled entry is not rejected and still takes its place in the list.

The animation plays on an object’s regular weapon shots. A weapon that goes off another way plays none. That includes the Do Explosion At trigger action, the EM pulse cannon’s shot at its chosen cell, and a mobile EM pulse discharge.

See also — Report, PrimaryFireFLH

History

  1. Changed0.2.0In development

    Draw shape vehicles cut into more than eight facings