TurretAnimIsVoxel
Draws a building's turret from a voxel model rather than from an animation.
- Applies to
- BuildingType
- File
rules.ini- Section
[<ObjectType ID>]- Value
- boolean
- When omitted
no
Set, nothing is attached to the building’s turret slot. The models named by TurretAnim are drawn over the structure each frame at the pixel offset TurretAnimX and TurretAnimY name, at the depth TurretAnimZAdjust gives them, and the mounting and muzzle move by that same pixel offset on top of the PrimaryFireFLH they are built from. The building also sorts as though it stood 32 leptons further south, which lifts the turret over neighbors that would otherwise be drawn across it.
Aiming stops being confined to the 32 frames a turret animation carries. A turret drawn from an animation may fire as soon as its facing is within 11.25 degrees of the aim direction — one facing’s worth — and its shot leaves along that rounded facing. A voxel turret must be pointed exactly at the aim direction before it may fire, and its shot leaves along the exact direction to the target; a turret that has come within 2.8125 degrees is snapped the rest of the way so that it can fire at all.
[MYTOWER] ; a BuildingType registered in [BuildingTypes]Turret=yesTurretAnim=MYTWRTUR ; the voxel base name, not an AnimType IDTurretAnimIsVoxel=yesTurretAnimZAdjust=-40The barrel model that comes with the turret is placed from TurretOffset and PrimaryFireFLH, and TurretNotExportedOnGround covers which point it pitches about. The four barrel pivot offsets, beginning with VoxelBarrelOffsetToBuildingPivotPoint, and VoxelBarrelScale are read only for a BarrelAnimIsVoxel=yes building and take no part in this.