FireAngle
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Flag: | FireAngle |
File(s): | rules(md).ini |
Values: | Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767. (Limited to: [-64 to 64]) |
Default: | 10 |
Applicable to: | VehicleTypes, BuildingTypes |
Specifies the vertical pitch of this object's barrel, if it has one. 0 means "horizontal", increasing values rise it upwards, and 64 means "completely vertical". It only works if the barrel is a voxel, as this operation takes the VXL file and rotates the contents a certain amount upwards. It does not automagically change the FLH of this object, and appears to influence the starting pitch of a projectile, if it is capable of homing. Non homing projectiles don't seem to be affected.
Bugs/Side-Effects/Unexpected Limitations
When used for VehicleTypes, the barl suddenly renders in a horizontal direction when the unit faces certain specific orientations, and then suddenly renders in the correct angular direction as it rotates.
Notes
In Tiberian Sun, this actually works equally well for projectiles launched by units. This means you can use FireAngle in Tiberian Sun to customize the launch angle of Arcing projectiles. However, starting from Red Alert 2, this only affects the visual rendering of the assets.