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@TaranDahl TaranDahl commented Dec 3, 2025

Co-author: @CrimRecya (code of extra barrel and misc)

TODO:

  1. Check if there are any omissions in the migration
  2. Docs

临时文档:

多炮管和多炮塔

artmd.ini 之中:

[SOMEVEHICLE]                                ; 任意 VXL 车辆
BarrelOverTurret=                            ; 布尔值,炮管图层是否永远在炮塔之上,不填为原本的按照方向自动计算
BarrelOffset=0                               ; 整数型,主炮管相对炮塔中心点在Y轴(左右)方向上的偏移
ExtraBarrelCount=0                           ; 整数型,每个炮塔额外绘制的炮管数量
ExtraBarrelOffsetX=0                         ; 整数型,额外绘制的炮管相对炮塔中心点在Y轴(左右)方向上的偏移,X 是额外炮管索引,从 0 开始
ExtraTurretCount=0                           ; 整数型,额外绘制的炮塔数量
ExtraTurretOffsetX=0,0,0                     ; FLH坐标,请写完整,额外绘制的炮塔相对单位中心点的偏移,X 是额外炮塔索引,从 0 开始
BurstPerTurret=0                             ; 整数型,每个炮塔 Burst 多少次后会切换到下一个炮塔
- 现在你可以让载具将自己的炮塔在多个位置进行绘制并开火,仅支持常规vxl载具
P.S.1: 单位开火时会首先使用原本的炮塔开火 `BurstPerTurret` 次,然后切换到0号额外炮塔开火 `BurstPerTurret` ,然后切换到 1 号,依此类推。开火时的 FLH 也是相对开火时炮塔的位置计算的,若单位的炮塔或炮管设置了制退效果,则会根据 `Burst` 自动计算炮塔炮管编号
P.S.2: 开火位置本质上是由当前的 `Burst` 决定的,如果你要让后面的炮塔开火,就得有 `Burst` 很高的武器才行。例如一个具有 2 个额外炮塔(共 3 个炮塔)的战列舰,`BurstPerTurret=3` ,那么需要一个至少 `Burst=9` 才能让所有炮塔完整开火一遍,炮管在每个炮塔上同理
P.S.3: 这本质上是为了复刻红警1的多炮塔,而不是帮助你在红警2里制作赞托斯,所以不同炮塔使用不同武器/分别索敌/分别计算冷却/分别具有生命值等都不在这个功能的考虑范围内,相关需求请使用替身/附加单位

@TaranDahl TaranDahl requested a review from CrimRecya December 3, 2025 09:07
@TaranDahl TaranDahl added ❓Restored feature Logic present in older gen. games but not in YR ⚙️T1 T1 maintainer review is sufficient labels Dec 3, 2025
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@TaranDahl
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Thanks for testing from @DreamingDays.

@CrimRecya
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Since I rewrote the drawing part, having me review this PR would undermine the purpose of a code review. It would be better to have someone else provide the assessment.

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