Why don't you use the activeanims instead of a stand anim for buildings?
The firing frames are imo also not very useful, since 8 facings for the animated turret would look bad for buildings. That's why there should be first a new standard developed for animations.
1. make 32 facings for SHP units without turret work. This way you would get the necessary code for 32 facings firinganims too.
2. make 32 facings animated SHP turrets work for buildings.
FiringSyncFrame for buildings could be also avoided by making a discharge anim which is played right after the chargeanim.
e.g.
[BuildingType.DischargeAnim]=
[BuildingType.DischargeAnimRate]= ;speed at which the anim plays (similar to TurretChargeAnimRate)
The building2building deploy is indeed a good thing. Then the TibDawn Bunker SAM would be finally possible again. (or the FMV raising Laser turret) An automatic deploy and undeploy would be also useful for this.
e.g.
[BUNKERSAM]
BuildingType.DeploysInto=DEPSAM
DeployToFire=yes
[DEPSAM]
Primary=RedEye2
BuildingType.UndeploysInto=BUNKERSAM
BuildingType.UndeployInactivityDelay=90 ;after 90 frames without any activity like shooting aircraft, the SAM automatically undeploys
Some very important keys which need to be moved to BuildingType.
ReloadRate= ;so Helipads can have a different reloadrate (though maybe it would be even better to move this to aircrafttype, so a hightech banshee needs longer for reload than simple orcas)
BuildupTime= ;to give big buildings a slower Buildup anim than small ones
BuildSpeed= ;to make hightech buildings build slower and base defenses a bit faster independant from the costs
GateUp=
GateDown= ;for different gate sounds on different gates
TeslaCharge=
TeslaZap= ;for different charge and firing sounds on different basedefenses with charge logic
Reload= ;this key doesn't exist in game.exe but still stands in rules.ini from Ra1 and should be made working again, so can set the automatic reload time for the unit/building
On buildings you can use already Ammo, but they reload instantly when the ammo is depleted (units one the other hand reload only on a repairbay or when they play an idleanim like infantry). So this key would be not only useful for buildings but for units too.
BuildingType.FreeInfantry= ;so we can give a free infantry
BuildingType.FreeUnitNumber= ;so you can give more than just one vehicle
BuildingType.FreeInfantryNumber= ;so you can give more than just one infantry
The ConstructionYard= key is the only one that allows to undeploy a building
and sell the building. All other deploy keys make selling of the building impossible. Unfortunately is the ConstructionYard key bound to MCVDeploy in the multiplay menu and it has to be active to allow undeploying.
A deployer key which works like ConstructionYard but without the connection to MCVDeploy would be very useful.
e.g.
BuildingType.Undeployable=yes
a key to specify the direction of the deploying unit would be also good (this is normaly bound to the deployerkeys like ConstructionYard or TickTank)
BuildingType.UnitDeployDirection=[Byte 0-7] ;0 facing north, rotating clockwise
ExitCoord= doesn't work for barracks. should be fixed to make it work on vehicle factories and other factories too.
i would suggest a 2-dimensional value defining the cell where the unit spawns.
I think i don't have to tell you again about the NukeSilo and Superweapon stuff as you were working on that one already, right?

The art.ini powered activeanims are all only working when you are low on power, but keep running when you manually shut down the building.
Custom Foundations in art.ini would be great.
\EDIT
Garrison of buildings would be a nice addition too. If possible in the RA2 way which also changes the image and allows "passengers" to shoot out of the building.
This post has been edited by Lin Kuei Ominae: Jul 31 2009, 10:09 PM