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Artillary

Marks a deployed structure as artillery, which deploys facing north and returns its barrel and facing to their start values before its vehicle is created.

Specification
Applies to
BuildingType
File
rules.ini
Section
[<ObjectType ID>]
Value
boolean
When omitted
no

Artillary=yes marks a structure as deployed artillery. It is one of the eight flags that make a structure a deployed-vehicle kind, so the structure also gets that group’s behavior:

  • it is put down on the deploying vehicle’s cell, not one cell away, and the vehicle returns to that cell when the structure undeploys;
  • it can undeploy whether or not the session allows redeploying;
  • an EM pulse that stuns it also attaches sparks.

A human player’s vehicle whose DeploysInto names an Artillary=yes structure never fires back on its own when attacked.

Artillery deploys facing north, and no other deployed-vehicle kind uses that facing. A vehicle ordered to deploy turns north first and deploys once it faces north. The vehicle created by a later undeploy also faces north.

When the structure undeploys, it plays its deconstruction animation first. It then waits until its barrel is back at StartPitch and its body at StartFacing, and only then creates the vehicle, with the barrel already at StartPitch. An IsJuggernaut=yes structure runs the same wait before its deconstruction animation instead.

A structure that draws its turret from a voxel model, TurretAnimIsVoxel=yes, shows the turret at all times when it is artillery. Other voxel-turret structures hide the turret while their buildup plays and again once deconstruction is past its first frame.

A computer-owned artillery structure drops a target beyond the range of its primary weapon, unless that weapon is anti-aircraft. Unless the structure is immobilized, it then starts to undeploy if it has an UndeploysInto vehicle, and is sold if it has none. TickTank=yes and IsJuggernaut=yes structures do the same.