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 value also changes two other defaults in the same section:
- At
0,StandingFramesdefaults to0, andFacingsdefaults to1unless the vehicle hasTurret=yes. - Above
0,StandingFramesdefaults to1andFacingsto8.
The animation plays once each time the vehicle fires, for twice this many game frames: each frame is held for two game frames. FiringFrames=6 lasts 12 game frames, a little under a second. The run plays backward, from its last frame to its first. A moving vehicle shows its walk frames instead.
For each facing the run starts at StartFiringFrame plus the facing number times this count.
[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 when the animation starts. FiringSyncFrame1 and FiringSyncFrame2 release the round at a chosen point in the animation instead.