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SecondaryFirePixelOffset

Parsed screen offset that the engine never uses.

This setting has no runtime effect

The engine accepts and loads it, but no gameplay code uses the stored value.

Specification
Applies to
BuildingType
File
art.ini
Section
[<Image ID>]Image ID: Image= value; ObjectType ID when omitted
Value
point (x,y)
When omitted
65535,65535
Used by the game
No — loaded but not used

A building’s second weapon has no fixed firing point of its own. PrimaryFirePixelOffset serves both weapon slots. When it is set, it moves the mounting and the muzzle of whichever weapon fires, and the point the building turns to face its target from.

When PrimaryFirePixelOffset is left at 65535,65535, the second weapon fires from SecondaryFireFLH. A BarrelAnimIsVoxel=yes building is the exception: it fires both weapons from the end of its voxel barrel. An upgrade plugged into the building that brings its own second weapon fires it from the upgrade’s SecondaryFireFLH.