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AlternateFLHX

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Flag: AlternateFLHX
File(s): art(md).ini
Values: three comma-separated signed integers
Default: 0,0,0
Applicable to: TechnoTypes:

AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes



Specifies the coordinates of the X-th alternate firing position for a unit, using the FLH coordinate system.

Notes

For units with weapons that have InfiniteMindControl=yes, this specifies the starting coordinates for drawing each mind control line. For units with OpenTopped=yes, this specifies the weapon firing coordinates for each passenger.

  • This actually uses a method similar to "pushing into the cabin" for allocation, meaning that each new passenger pushes the previous passengers back one slot. If there are more than 5 people, only the last 5 passengers are each assigned an AlternateFLH. For example, with infantry ABCDEF:
    • when A first enters, A uses 0;
    • when B enters, B uses 0 and A uses 1;
    • when C enters, CBA use 0,1,2 respectively;
    • EDCBA use 0,1,2,3,4;
    • FEDCBA only the last 5 entered, i.e., FEDCB, use 0,1,2,3,4 respectively, while A, since it is not assigned an AlternateFLH, will use 0,0,0 as the firing coordinates.

Bugs/Side-Effects/Unexpected Limitations

The range of X is 0-4, totaling 5.

  • Starting from Phobos Build#34, this no longer has a quantity limit.

When a vehicle is a passenger, it will use its own firing coordinates, such as PrimaryFireFLH, and does not respect the transport's AlternateFLH settings.

  • Starting from Phobos Build#33, this was hardcoded to respect the transport's AlternateFLH.
  • Starting from Phobos Build#49, the default behavior was restored to be consistent with vanilla, meaning only transports with AlternateFLH.ApplyVehicle=yes set will have their vehicle passengers apply AlternateFLH.

References

In vanilla, AlternateFLH always follows the turret rotation if the unit has Turret=yes. Starting from Phobos Build#47, this can be set on the main unit/transport. Refer to Phobos documentation.

See Also