AlternateFLHX
| 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.