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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 value also changes two other defaults in the same section:

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.

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 when the animation starts. FiringSyncFrame1 and FiringSyncFrame2 release the round at a chosen point in the animation instead.