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ChargeAnim

Drives a turretless structure's turret animation from its charge counter.

Specification
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.

art.ini
[MYOBEL] ; example obelisk, drawn from its own Image ID
ChargeAnim=yes
rules.ini
[MYOBEL]
TurretAnim=MYOBEL_A ; the animation the charge counter drives
Primary=MyLaser ; a Charges=yes WeaponType

Outside 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.