TurretChargeAnimRate
The delay between frames of a building's turret animation while its weapon charges.
- 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.
[MYOBELISK] ; a BuildingType registered in [BuildingTypes]Primary=MyChargeLaser ; a WeaponType with Charges=yesTurretAnim=MYOBEL_C ; an AnimType registered in [Animations]TurretChargeAnimRate=1 ; one game frame per frame of the wind-upLosing 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.