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Building turret animations#2170

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Starkku wants to merge 1 commit intoPhobos-developers:developfrom
Starkku:feature/turret-anims
Open

Building turret animations#2170
Starkku wants to merge 1 commit intoPhobos-developers:developfrom
Starkku:feature/turret-anims

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@Starkku Starkku commented Apr 12, 2026

Building turret animations

  • By default building TurretAnim(Damaged) with TurretAnimIsVoxel=false only displays one frame per each of the 32 facings. This can now be increased an there are additional animations available for low power state and firing weapons.
    • The frames in the .shp file should be in the order: IdleFrames, LowPowerIdleFrames, FiringFrames, LowPowerFiringFrames, animations with frame count set to 0 will be skipped / ignored.
    • Note that FiringFrames starts playing when attacking and weapon can fire, it will not stop firing of weapon until it has finished playing nor will anything prevent it from looping multiple times if weapon firing is blocked by delayed firing for longer than there are frames for. Matching delayed firing duration with firing frame count can be used to make pre-firing animation.

In rulesmd.ini:

[SOMEBUILDING]                     ; BuildingType
TurretAnim.IdleFrames=1            ; integer
TurretAnim.LowPowerIdleFrames=0    ; integer
TurretAnim.FiringFrames=0          ; integer
TurretAnim.LowPowerFiringFrames=0  ; integer

@Starkku Starkku force-pushed the feature/turret-anims branch from 87a4443 to 920a086 Compare April 12, 2026 13:01
@Starkku Starkku force-pushed the feature/turret-anims branch from 920a086 to 19404ea Compare April 12, 2026 13:21
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