|Flag:||BurstDelayX (substitute X with an integer from 0 to 3)|
|Values:||Unsigned integers: All non-negative whole numbers from 0 to either 32767, 2147483647 or 4294967295.|
|Applicable to:||In Firestorm: Weapons, in Red Alert 2 and Yuri's Revenge: VehicleTypes|
Weapons that have a frames. can be used to override this delay (in FS, this is a per-weapon property, in YR it has been turned into a per-unit one).greater than 1 fire that many times at short intervals (as opposed to firing them simultaneously). The delay between each burst shot is randomly selected from a range of 3–5
The X should be substituted with an integer between 0 and −2 (the game will only parse X from 0 to 3 inclusive). For example, if X is 0, the value represents the time in frames between the first and the second burst shots.
Note that settingwill remove any delay, allowing the bursts to be fired on consecutive frames.
In Red Alert 2 and Yuri's Revenge
If anyis omitted, it will inherit the value of the first numerically preceding one.
For example, ifIn a slightly more complex example, if , , and is not defined, it will inherit the value of , which is 5. In other words, each burst shot will fire in 5 frame intervals. and (other 's are not defined), burst shots 1 through 3 will fire in 1 frame intervals (the default behavior), however burst shots 4 and 5 will fire 10 frames after the preceding shot.