FiringFrames
The number of frames in one facing's firing animation of a shape-drawn vehicle.
- 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.
[SMECH] ; the Image ID of the stock WolverineVoxel=noWalkFrames=12FiringFrames=4 ; eight runs of 4, starting at frame 8 × (1 + 12) = 104By default the round leaves first and the countdown starts behind it. FiringSyncFrame1 and FiringSyncFrame2 move the round into the animation instead.