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TurretChargeAnimRate

The delay between frames of a building's turret animation while its weapon charges.

Specification
Applies to
BuildingType
File
rules.ini
Section
[<ObjectType ID>]
Value
integer
When omitted
3

The value is the number of game frames each frame of the charge sequence is held for, and there are 15 game frames to the second. Charging begins when a building whose primary weapon is Charges=yes has a target, its house has full power and it is switched on; the weapon is charged once the sequence reaches the last looping frame of the TurretAnim animation, or stage 12 — the thirteenth frame counting from zero — if the animation has since ended. The rate therefore sets how long the wind-up takes, and the weapon is refused a shot until it finishes.

rules.ini
[MYOBELISK] ; a BuildingType registered in [BuildingTypes]
Primary=MyChargeLaser ; a WeaponType with Charges=yes
TurretAnim=MYOBEL_C ; an AnimType registered in [Animations]
TurretChargeAnimRate=1 ; one game frame per frame of the wind-up

Losing the target, losing power or being switched off empties the charge again and stops the sequence, and the wind-up starts over from the beginning when the building next takes aim.