Facings
The number of facings a shape-drawn vehicle's artwork is cut into.
- Applies to
- UnitType
- File
art.ini- Section
[<Image ID>]Image ID: Image= value; ObjectType ID when omitted- Value
- integer
- When omitted
- Computed8, or 1 for a vehicle that declares no firing frames and no turret.
Only a vehicle drawn from shape artwork is drawn in these facings. A Voxel=yes vehicle is drawn by rotating its model, but the figure can still change how long its wreck stays on the map, as described below.
The figure does two separate jobs: it sets how many facings the vehicle is drawn in, and it multiplies the default start frames of the standing, firing and death blocks.
Use 8, 16, 32 or 64. The vehicle is drawn at the nearest of that many compass directions to its heading. Facing 0 is northwest at every count, and the facings run clockwise from there. At 8, northwest is facing 0, north is facing 1, and so on round to west at facing 7.
Any other value draws every instance at facing 0, whichever way it points.
[JUGGER] ; the Image ID of the stock JuggernautVoxel=noWalkFrames=15 ; blocks of 15 frames, one per facing, from frame 0StandingFrames=0Facings=8The default StartStandFrame, StartFiringFrame and StartDeathFrame each multiply a per-facing frame count by this figure. A higher value moves those blocks further into the file, even when the value is not one of the four drawn counts. At 1 the blocks are laid out for a single facing.
The default MaxDeathCounter is built from the default StartDeathFrame, so for a vehicle with DeathFrames above 0 this figure also changes how long the wreck stays on the map. This holds for Voxel=yes vehicles too.
History
- Changed0.2.0In development