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VoxelBarrelOffsetToBuildingPivotPoint

Where a building's voxel barrel assembly is mounted on the structure.

Specification
Applies to
BuildingType
File
rules.ini
Section
[<ObjectType ID>]
Value
point (x,y,z)
When omitted
Context-dependentNo value is established. A BuildingType whose rules never assign the key keeps whatever the memory it was allocated from held.

Three whole numbers, X,Y,Z. A BarrelAnimIsVoxel=yes building places its barrel with four moves in order: out from the building by this offset, a turn to the building’s facing, out by VoxelBarrelOffsetToRotatePivotPoint, an elevation to the barrel’s pitch, and out by VoxelBarrelOffsetToPitchPivotPoint, with the model itself hanging off the end of that.

This one is applied before the turn, so it holds still while the gun swings and its axes are the map’s rather than the gun’s: X runs toward the lower right of the screen, Y toward the upper right, and Z upward. It is the offset that seats the whole assembly on the structure.

rules.ini
[MYARTILLERY] ; a BuildingType registered in [BuildingTypes]
BarrelAnimIsVoxel=yes
VoxelBarrelOffsetToBuildingPivotPoint=4,2,3 ; the mount, drawn an eighth of a cell out
VoxelBarrelOffsetToRotatePivotPoint=2,0,0
VoxelBarrelOffsetToPitchPivotPoint=15,0,-8
VoxelBarrelOffsetToBarrelEnd=350,75,0

The three pivot offsets are read at two scales. Drawing takes them as model units, of which there are 32 to a cell, while the firing point takes the same numbers as leptons, of which there are 256 — so this offset moves the drawn barrel eight times as far as it moves the shot.