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StartTurretFrame

Added in 0.2.0

The frame a shape-drawn vehicle's turret artwork begins at.

Specification
Applies to
UnitType
File
art.ini
Section
[<Image ID>]Image ID: Image= value; ObjectType ID when omitted
Value
integer
When omitted
Computed8 × WalkFrames, counted from frame 0, whatever Facings holds.

The turret frames start at this frame, one frame for each of the vehicle’s TurretFacings. Only a Turret=yes vehicle drawn from shape artwork draws them.

The default leaves room for exactly eight walk runs from frame 0, whatever Facings holds. It takes no account of StartWalkFrame or of the standing and firing frames. By default the turret frames therefore overlap other artwork on a vehicle that has any of these:

  • more than eight facings, whose later walk runs pass the turret frames’ start;
  • a StartWalkFrame above 0, which pushes the last walk runs past it;
  • eight facings and FiringFrames above 0, whose default standing or firing frames start at the same frame (StandingFrames explains).

To separate them, set StartTurretFrame to put the turret frames after the other artwork, or move the other runs after the turret frames with their start keys. The fragment below moves the walk runs.

art.ini
[MYTANK] ; the Image ID of a shape-drawn Turret=yes UnitType
Facings=32
WalkFrames=3
; default turret frames: 24-55, after eight runs of 3
StartWalkFrame=56 ; the 32 walk runs start after them

Moving the walk runs moves no other default (StartWalkFrame lists them). This vehicle has no standing frames, so it rests on its walk runs and needs nothing more. Standing, firing or death frames placed after the turret frames need their start frames set.

History

  1. Added0.2.0In development

    Draw shape vehicles cut into more than eight facings