ChargeAnim
Drives a structure's turret animation from its charge counter.
- Applies to
- BuildingType
- File
art.ini- Section
[<Image ID>]Image ID: Image= value; ObjectType ID when omitted- Value
- boolean
- When omitted
no
ChargeAnim=yes makes the animation named by TurretAnim= show a structure’s charge-up. On a structure without a turret, the flag adds two things: the animation is created when the structure opens, and its frame follows a charge counter that advances only while the structure charges. Without the flag, a charging structure still shows TurretAnim from the start of each charge, but the animation plays at its own rate.
On a turret-equipped type the flag has the same effect on the frame: the charge counter replaces the turret’s facing as its source.
The flag does not make the structure charge. A Charges=yes primary weapon does that, and TurretChargeAnimRate sets how fast the charge runs.
[MYOBEL] ; example obelisk, drawn from its own Image IDChargeAnim=yes[MYOBEL]TurretAnim=MYOBEL_A ; the animation the charge counter drivesPrimary=MyLaser ; a Charges=yes WeaponTypeWith TurretAnimIsExclusive=yes, the animation is not created when the structure opens, and appears only once the structure begins charging.
With TurretAnimIsVoxel=yes, nothing is created when the structure opens either. Avoid giving such a structure a Charges=yes weapon: when it begins charging, the game crashes unless an animation has the same name as the voxel turret.
The flag also stops the structure’s own artwork from looping. Outside construction and deconstruction, its sequences, the idle sequence included, run past their last frame instead of starting over. On an unarmed structure a queued mission can therefore be held up, because the end of a sequence no longer lets it start. A structure with a weapon is unaffected, since it is ready for a new mission on every pass it spends on guard.