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FiringFrames

The number of frames in one facing's firing animation of a shape-drawn vehicle.

Specification
Applies to
UnitType
File
art.ini
Section
[<Image ID>]Image ID: Image= value; ObjectType ID when omitted
Value
integer
When omitted
0

At 0 the vehicle has no firing animation and its shots are never held back to line up with one. The zero also settles two other defaults in the same section: StandingFrames stays at 0, and Facings drops from 8 to 1 unless the vehicle carries a Turret=yes. Declaring any count above 0 raises the default standing count to 1 and leaves the default facing count at 8.

The animation is driven by a countdown, not by the step counter that paces walking. Firing starts the countdown at 2 × FiringFrames − 1 and it steps down by one each game frame, so the animation lasts twice the count in game frames — a little under a second at FiringFrames=6. The frame drawn is StartFiringFrame, plus the countdown halved, plus the facing block times this count. Halving a falling countdown walks the run from its last frame back to its first, two game frames per frame.

art.ini
[SMECH] ; the Image ID of the stock Wolverine
Voxel=no
WalkFrames=12
FiringFrames=4 ; eight runs of 4, starting at frame 8 × (1 + 12) = 104

By default the round leaves first and the countdown starts behind it. FiringSyncFrame1 and FiringSyncFrame2 move the round into the animation instead.