ChargeAnim
Drives a turretless 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
The flag does not make a structure charge. The weapon decides that: a Charges=yes primary weapon is what puts a structure through a charge-up before it may fire, and TurretChargeAnimRate is how fast that charge runs.
What the flag does is let a structure with no turret take the paths written for one. A ChargeAnim=yes type has the animation named by TurretAnim= created for it, and has that animation’s frame reset on every pass — from a charge counter the structure keeps apart from its artwork sequence, stepped at TurretChargeAnimRate, rather than from a facing, so the animation advances with the charge instead of pointing at a target.
The animation is created as the structure opens, unless the type sets TurretAnimIsVoxel=yes or TurretAnimIsExclusive=yes. On either of those nothing is created at that moment and the animation appears only once the structure begins charging.
[MYOBEL] ; example obelisk, drawn from its own Image IDChargeAnim=yes[MYOBEL]TurretAnim=MYOBEL_A ; the animation the charge counter drivesPrimary=MyLaser ; a Charges=yes WeaponTypeOutside construction and deconstruction the structure’s own artwork sequence is no longer restarted when it runs past its last frame, and the wrap no longer raises the signal that a queued mission may start. A structure carrying a weapon raises that signal on every pass it spends guarding regardless, so a queued mission is not held up by its absence.